Middle ground map, good ideas, good concept, a bit unforgiving at times towards hardier fighters, but never unfair. Too often would people attempt to gimmick each other on the tracks, only for them to inadvertently suicide. However, not fair or engaging in many cases. Interesting elimination methods, good layout, lots of fun to be had. Not awful, but I didn't have much good to say about it, either. The turns were strange, and the escalation made sure it never went to overtime. More moving parts did NOT mean better map. Great concept if you ignore that, though. The safe zone of this map was TOO safe, and encouraged campy playstyles and just.not playing the game at all. Lovely aesthetic, and the most iconic GB map, but not fair or fun for the most part. Was great when it worked though.īad map collision issues, ropes had SOOO much priority, it basically screwed everyone. I still loved it, but understand that when the map has a 50/50 chance to just.break, that's not very fun. I'm not making that up, either, it's true. The map was plagued with bugs, often linked to certain clothing items. But there's a difference between punishing you for being reckless, and punishing you for walking forward. The fact that the map offered not much else didn't help, either. And as it was the sole map that used them, Buoy was susceptible to being the bottom of the barrel. Water mechanics used to be extremely punishing. Without further ado, lets start with the old list. This has nothing to do with Gang mode or Waves mode. This is entirely based around Melee mode. Also, bonus points for unique ways to either eliminate opponents or escape eliminations.)Īlley is not included, because it is not in the general map pool. Edges and Eliminations (Maps that opponents can suicide you easily, called "Walk-offs", will be lower than ones that make you earn kills. Escalations are the key, but also some minor parts, like the Train losing the back half at the start of a fight, or Tower stairs loosening)Ĥ. Unique Dynamics (the stage changing during the fight. Fairness (No map is really "fair", but some are unnecessarily punishing, while others are simply impossible to kill others on, more on that later.)ģ. Interesting Mechanics (such as vents having anti-gravity or the map physically moving, like Containers)Ģ. I will try to keep this as impartial as possible to maintain the integrity of the list.Ĭ) The 4 main factors for a stage being fun are as follows:ġ. I never put it at the top of my list, however, because I understand where it's faults lie. For instance, I love Towers unconditionally. Just so you know, these are not and never have been about my opinions. This will give you context to reference, as I will aptly talk about what changed in the maps, and if the changes were GOOD or BAD.ī) I will use actual tiers this time, not ranking from worst to best. So, I'm gonna revamp this tier list with a few new things.Ī) Before I start the actual guide, I will put my OLD rankings along with 1-2 sentences of why they were there. Look, it's been a while since I made this guide, and since the developers have added two fresh maps to the Online Melee queue.
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