1. Symmetrical is Bad? (human bases and human-favored areas are completely different from aliens's ones). So if I make a yin-yang flow path, my map will flop?
2. What would a S1-Humans favored map area look like? (Other than "long, straight hallways, with some ledges, minimal Z-axis height)
3. S2-Humans?
4. S3-Humans?
5,6,7 same for the Aliens
What would a Basilisk-favored area look like? (I'd think one with highly vaulted (two-story+), irregular ceilings
Marauders of course favor a Mario-esque 3D platform, and any arena more than 1 story tall. Anything else?
Tyrants like what S1 humans like, but anything else?
Dragoons pretty much like everything, but favor twisting corridors?
Should a map have lots of secret highways for Aliens to reach everywhere, or more limited, secret alcoves?
Are humans's ideal bases tight alcoves and half-room height barricades, or can they build up on say on a pyramid or steep hill?
What would a completely neutral map area look like (one that didn't favor any side)?
1. Mirrored maps are, for the most part, dependant on the players to determine the win, not the bases, ATCS and UTCS, no matter how good the base is, it can go down if noone is there to scare off the attacker. Maps that arent mirrored tend to favor aliens, simpily because humans can get lost (think Marsbase) and humans are dependant on their base for everything, if you leave camp in Marsbase as a human (unless it's the search for the last alien) you might aswell not hope to make it back. The same goes for Ancient Remains, the small hallways are perfect for Tyrants to get around in.
2. Ever see a human base go up in the Four-Door Room of Niveus? It's impenetrable with four turrets and a tesla in the middle, the reactor is hidden away in a side room along with the DefCom, Armoury, and Telenodes, everything's out of sight. Humans need killzones for an effective base. Aliens dont know which of the four turrets to attack, and by the time they decide, they're near dead, also, only one alien can fit in at a time.
3. S2 humans want alot of movement in the Z-Axis, so much that they cant be pounced by a dragoon. A map that would truely favor S2 humans would be an open area where advanced dragoons have to pounce and then snipe to make a hit, but that would be unbalanced.
4. S3 humans want small halls where they can take down a running tyrant or dragoon without moving an inch, they also want small vents like in arachnid so they can retreat if their base gets eaten.
5. S1 aliens want smooth walls and ceilings with dretch wallpaper so they can camoflauge! Okay, seriously now. S1 aliens want to be able to sneak up on that human. Watching a demo of mine in theBunker (I hope you've played it so you'll know what I mean) I left the human base into the empty room with catwalks and a ladder in the corner. I got bitten while climbing the ladder. When i watched the demo, I saw a dretch sitting right there on the catwalk, I was completely oblivious to it in-game!
6. S2 aliens want Marauder friendly areas small halls that aren't too smalls and big halls that arent too big. Smooth ceilings with nothing to hit your head on and lots of places to retreat.
7. S3 aliens want Dragoon friendly areas, and Tyrant friendly areas. These collide, as dragoons want straight hallways with only Z-axis differences, and Tyrants want to zip around corners so that they cant be hit.
As a Basilisk (when I decide i'm ready to get pwnt in an attempt to train), I enjoy camping above a door or in a hidden vent in the ceiling, when I see a careless, lone human run by, I'll let go of my wall and kill him. Basilisk's do not like getting shot at, their hp goes down quicker than a Dretch's because of their size. There are no advanced Basilisk friendly areas. They're too big for normal sized vents, helmets make the Basilisk's gas attack obsolete, and helmeted humans know when there's a Basilisk camping a door.
I'll tell you what Marauders don't enjoy, bumping their heads on lights, falling into a pit and attempting to escape to an area that's difficult to walljump to.
For Tyrants and Dragoons, see 7.