I will go with... popular maps can be defined in terms of being(relatively).
Impartial to Weight Classes and Builds
In some games a light mech will achieve top damage. In other games an assault, heavy or medium could claim top honors. Sometimes a dakka build will rate highest match score, other times it will be an LRM boat, PPC poptart, brawler, laser vomit or something else. Popular maps don't give one weight class a pronounced advantage over another. They don't give snipers, brawlers, pop tarts, dakka, laser vomit or any single meta build type a distinct advantage over everyone else. No matter what build or mech a person has on a popular map, they don't have to feel handicapped or severely disadvantaged.
Impartial to Tactics
Sometimes the team that death balls will win. Other times it will be the team that splits up and surrounds the death ball, attacking from all sides. NASCAR push wins some days. Other days its the team that stands its ground and forms a line. There isn't much favortism or unbalance in terms of what works and what doesn't. It all comes down to execution, coordination and timing.
Forgiving of Mistakes
No matter where someone is positioned, they're never *impossibly* far from safe cover. Popular maps are very forgiving of mistakes and players will often feel as if they have a viable exit strategy if things go awry. There isn't often that feeling of being painted in a corner the way there is with less popular maps when someone makes a mistake.
Combat Takes Place in All Areas of Map(rather than only in center 80% of the time)
Needs no explanation.
Nearly every Drop is a Different Experience(High replay value)
Almost the same as above.
Supports All Aspects of Role Oriented Warfare and Gameplay
Everything from NARCs on up is viable.
Supports Jump Jets for Maneuverability in a Functional Sense
Canyon Network fits this bill better than other high vote maps due to the snake run part of canyons giving a free pass to JJ mounted mechs. But this still applies to other maps in high rotation, if in a lesser sense.
...
So anywayz, how would you rationalize the popularity of canyon network and other maps.
And do you think its possible for game developers to take note of reasons behind these maps popularity and advance this game's status quo to the next level in terms of developing maps superior to the ones we have now?
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Edited by I Zeratul I, 10 November 2016 - 04:55 PM.