In good old days, i've been playing this Starcraft game. I had no way or thought of playing it online yet, so i've just been trying to beat all kidns of AIs included in the game. How did i do it? I've made a map with almost-unlimited amount of minerals and several gas geisers for both sides, then turtled up my base with all sort of towers, then built 12 or 24 carriers/battlecruisers/whatever and wiped them out. And it was easy enough. But i could not play any of the stock maps: i've just ran out of minerals, and eventually died.
When i started playing Warzone2100 (it was only recently, and i've got a little grown up, and i didn't play Starcraft for quite some time), i've been pretty much trying to do the same thing with one difference: i couldn't make my own maps, so i had to cope with the stock ones. But the AI wasn't that good at that time yet, so even on that Rush2 map i could beat 3 bots with simply turtling up my 4-oils base until i researched everything and then won by better micromanagement etc.
But i also realized that my old addiction to high-power is not something unique around here. And all these high-power flat maps did a good job: they made it easy to understand the different weapon types in a very refined manner, i.e. without any influence of strategy or power issues. Of course, i've seen people blaming high-power maps for contradicting the original idea of the game (i.e. "this is not warzone"), but i didn't really realize what exactly do they mean.
But something changed recently. The news of upcoming Starcraft II woke up the old memories, and i ran upon "iccup" server and realized how easy it is to play Starcraft online nowadays, so i gave it a try. And - guess what - i was wiped out very very very quickly.
What else did i notice up there? All the maps look very similar, and they seem to be created according to very strict guidelines. There is some exact understanding of how much power there should be, how it should be located (natural expansion, second expansion, choke points, etc).
Of course, starcraft is just a great game, and thus has more fans and evolves more quickly.
Of course, warzone is different from starcraft in a great many ways, including a totally different resource management model and units design and tech tree and number of different buildings, etc.
So don't tell me warzone has its own unique way. Being from Russia, i know that the unique way is not always the good way*.
But i still think that to evolve the game any further than it already is, strict mapping guidelines are absolutely necessary. And high-power maps, being good for newbies who want to learn the game basics, are an absolute evil for the pros who actually push the game theory forward.
And also, map makers should know what kind of maps should they actually do (at least i don't know it right now
P.S. A couple of remarks here. I don't mean i am a Starcraft fan. Any amazing gameplay would not outweight the spirit of free soft Warzone posesses (no matter how they Blizzard calls their new game
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* There are quite some political leaders in Russia who say that democracy just won't work in Russia because Russia is very different from the western civilization and has some unique way in the history of mankind, which always is supposed to be some sort of totalitarism.


