Thanks for the comments, Dalsiandon!
Unless I'm thinking of some other conversation, Coruscant Streets is probably the urban map I was referring to. When combined with the older Coruscant map (in one of several ways) you can have a battle royal through the streets and alleys.
A crashed speeder in/near the gambit area is an excellent idea for this map, by the way. I wish I had thought of it at the time. (Of course, I greatly underestimated the importance of closed/covered gambit at the time--this map was designed a couple years ago.) This makes me want to make a set of tiles designed to add cover to the streets, actually. Hmmm. Tempting...
I figure the public lifts will be a tempting place for Stealthy shooters. The right-side player can basically sit back there in the doorway and take pot-shots at much (but not all) of the gambit area (if the player is willing to split his or her forces). The left side can do this from the doorways, or advance to cover on the northern platform, but you're right: to do this without stealth would be suicide.
Anyway, I don't know if the DCI players will go for it (considering the open gambit and extremely asymmetrical layout) but I personally think it would be a lot of fun to play, from either side.
I can't help but think this map is great for huges, particularly flying huges like the snowspeeder. Considering the prevalence of snowspeeder squads in the championship, this is probably a mark against it--but back when I was designing it my goal was to make a fun, reasonably open huge-friendly map that would connect to and compliment the existing Coruscant map. I call it a mission accomplished; I just wish I understood the importance of more gambit protection at the time. A big smoldering chunk of cover at the intersection would go a long way in that regard.
dalsiandon wrote:
Interested eh? Okay here's mine.
I like the caves, one corner bugs me due to a clear line across almsot hte entire map. The other thing is hte pit's in the corners, in the starting zone, I had the smae problem wiht the areana. Twice I've started games with my figs in a pit not payign attention to the difference in yellow and orange. But other than that I think it's really smooth. Even though gambit is open, it is surronded this time, so that helps. It provides a lot of room for movement, and various ways to reach the opponenet. I love the lack of doors. As strategic as they can be, this map is perfect without them. There is no real place for them anyway. It's nice to see you doesn't place doors just for kicks.
As for Courascant, I like it and dislike it at the same time. It looks great astheticlly, it has some great rooms, for RPGing and scenario, and you've tossed some cool eastereggs into the pit squares. But for play, eggh, more than half of the map is open, with just minimal amounts of cover. It forces all skirmish based combat movement to one area on the map. Between the sabaac lounge and the office/storage room. The long road will be vacant by any intelligent skirmish player. The Turboshaft area is a great GMA stageing area as well for anyone daring enough to come out into the road. And gambit is a kill box for just about anyone, but especially for those approaching it from the casino side. If zams crashed speeder was on the road it would have been a little better, a little cover goes a long way.
But I like them overall. I think my fav of the 3 sets is the Ratataka arena and the crystal caves.
I'm looking forward to your urban warfare map you spoke off some time ago.