I typed this up the other day, however I delayed its release so that vanguard wouldn't know the maps I secretly hate most.
Each hawken map has it's own redeeming qualities, but overall I think they're all bad.
All of my opinions will be based off the missile assault game mode. It's my favorite mode, as it encourages teams to organize and coordinate simultaneously on 2 fronts. (More so than the other modes at least.) I think that creates much more interesting and fun teamplay, as opposed to the "deathball" which can be so common in hawken. I also think hawkens DM mechanics really shine at smaller skirmishes.
I'll start with the worst map:
Bazaar is the very definition of unbalanced, as it's asymmetrical layout creates a, quite literal, uneven playing field. One team spawns behind a series of choke points, while the other team spawns behind an open field with plenty of cover. If you're going to have two teams working towards the exact same objective then the map really needs to be mirrored. Point 1 and 3 don't need to be identical. (and they probably shouldn't be) But each team needs to have the same layout/rollout/path to a point regardless of which side of the field they're on.
I'll lump last eco and facility together. I think the triangle layout is bad design. Lack of dedicated spawns creates a level of randomness that isn't conducive to structured game play at either the public or competitive level. This layout and the random spawns also encourages the "deathball" ring around the rosey scenario.
That being said these are probably my two favorite maps. I find it's way more likely to capture and hold two points on these maps, rather than a constant trade off, or the ring around the rosey.(though that may be partially due to the over all lack of structure creating a scattered offense) The points aren't too cramped, they're nice and open, while still maintaining good cover, making DM on or around the points pleasurable. But probably most important is how viable and rewarding flanks are on these maps comparative to other maps. Due to the layout of cover and routes, flanks on these maps are relatively quick a provide good positioning. This is insanely important because of how restrictive and punishable movement is in hawken. Radar instantly gives away the position of anyone boosting or hovering. But the flanks on these maps are faster, allowing you to set them up off radar, while still providing you good positioning against opponents not keeping track of their surroundings.
EDIT: Forgot about bunker I guess. I suppose for bunker: Same criticisms as other triangle maps, except without any of the redeeming qualities.
Frontline has the mirrored set up going for it which is nice, but it's just way too large. Traveling between points takes too long, and is very fuel consuming. That's if you take the main routes, some of the flanks are twice as arduous. Point 1 is much more desirable than point 3, where they should both provide some pros and cons. Pushing from 3 to 2 you're met mostly with chokes. Point 1 on the other hand provides you better control over the bridge which has a very strong height advantage over 2. The points themselves are pretty nice though. Good mix of open areas and cover makes DM enjoyable.
Origin also has a mirrored set up but is way to small. Point 2 is very cramped and comes down throwing fire power and health at the point while movement takes a back seat. But once you hold it you can throw down almost uncontested damage onto the lower points. No point in any of the maps should really provide such a strong direct sight to the other points. It's not uncommon to see the death ball on this map where you collapse on the lower points and then instantly jump back up to point 2.
Wreckage seems to be the fan favorite. And quite rightfully so. It's got the mirrored layout, the points aren't too far apart, but they're not too close together. Though I really dislike this map. Virtually everything inside the "ship" part of the map is way too cramped, and the lines of sight are very strong, and very direct. There's little to no breathing room on point 2 when larger numbers are being thrown at it. And once you hold it you can take one step off it into the wide hall, and stare directly into spawn or point 3, or one step into the narrow hall and put damage on anything coming down a single, long choke. That brings up issues with the third point as well. I wouldn't say point 3 is too close to point 2, but the line of sight is much too direct. Standing directly on 2 you can have eyes on anything the moment it comes out of 3's main exit, and even before that it's pretty easy to spam with projectiles, especially those with an arc. Point 1 is largely ignored, probably because it's very open, and suffers a large height disadvantage to anyone coming out of 2. When faced with too much pressure from the top your only real options are to fall back towards your own spawn, or your opponents spawn, which isn't very favorable.
This write up conveys only a small portion of how I feel about hawkens maps. There's much more I'd like to say on the matter but I'm not very good at putting this sort of thing into words, though I think I did manage to get a decent outline of the subject here.
Edited by Massive_Assailant_Stingray, 07 May 2015 - 09:27 PM.