thereisnotry wrote:
Ooops! I just realized something after reading Lobo's post: when I was talking about Desert Sanctum, I was really meaning to refer to the
Swamp Caves (aka Dagobah) map by Chris West instead. (New maps and their unfamiliar names, and all....)
That was the one that had some good alterations made before publication, and that was the one with protected/enclosed gambit, and it was the one that had some solid melee approach paths. And there's also a lack of doors on this map, which as I said before, is a very good thing for the meta.
D'oh!
I'm sorry for the confusion. I've edited my above post.
And for the record, I'd actually be very much
against having the Desert Sanctum map added to the Restricted list. IMHO, it's far too open, and it's a Snowspeeder's paradise because of the wide-open spaces and long shooting lanes. For competitive play I love Swamp Caves and Offworld Shipping Center, but definitely not Desert Sanctum...I'd rather have the Exodus Class Courier ship over the Desert Sanctum...and IMHO the Exodus map is too open too.
EDIT: And while I'm at it, I agree with Lobo on his analysis of AG7's Yavin IV maps...I think they're visual masterpieces, but probably a bit too open and non-engagement-oriented for competitive play.
HAhaha, OK, that makes more sense. I agree 100% with this as well then. I've not ever played on Sanctum, but I have played on Dagobah once, so I'd agree with this overall. See, I was slightly confused by the "no doors on Sanctum" comment, becuase I had thought that the shield thing was actually a door. I thought "Well, maybe since I haven't played on it, I'm just not remembering it correctly" lol. This clears it up.
The Exodus ship is kind of cool, and for the most part, I'd probably be OK with it getting added. There's some awesome and fun LOS across the center of the map once you get the doors in the bedrooms/secret rooms opened up. However, I feel like it's a kind of linear map, so to speak. Like all the firing lanes are straight down from one side to the other. It can be difficult to advance sometimes, so the few times I've played on it, I found that the only real strategy for doing well was to advance your squad around the map on the opposite side from your opponent until you were situated at the top and bottom, instead of the left/right. Then start advancing through the rooms and such. I don't know, YMMV. I haven't played THAT many competitive games on that one. Again, I'd probably be OK with it, but I'd prefer some of the other suggestions above before this one.