What makes a good T/LMS map?

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What makes a good T/LMS map?

Post by Spirit Soldier on Wed Dec 22, 2010 7:23 pm

Plain and simple. Please post what you think makes a good Last Man Standing map.

As I see it, there are 2 kinds of LMS maps.
1) Small, tight, fast and furious game play maps.
Features of these: Not many walls, connecting corridors and nowhere to hide. A true fight til death sort of map.

2) Large, tense, camp and skirmish maps
Features of these: Corridors that end up in dead ends, mazes, hiding places and large scale maps. Aggravating for the rush and kill players like myself and great for turtles like Mobius.

What is your opinion?

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Re: What makes a good T/LMS map?

Post by Angel of Vengeance on Wed Dec 22, 2010 7:27 pm

I like maps that are mostly Type 1, but not entirely "forced fighting". An area or two that allows you to catch your breath for a few moments, but is easily accessible.

I also enjoy a few deathtraps. For example, the Regeneration rune in that one stock LMS map has the rocket trap.

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Re: What makes a good T/LMS map?

Post by Dusk on Wed Dec 22, 2010 7:38 pm

I tend to like that second flavor of LMS maps.. like the final AFTSDM map.

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Re: What makes a good T/LMS map?

Post by Soul Sucka on Wed Dec 22, 2010 7:54 pm

STLMS has some great Type 2 maps, like that one on the snow town. I enjoy these a lot.

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Re: What makes a good T/LMS map?

Post by Spirit Soldier on Wed Dec 22, 2010 10:41 pm

I favour type 1 kind of maps. I think the more intense the better, preferably suited for 4 v 4 or 5 v 5 tlms.

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Re: What makes a good T/LMS map?

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