Create an MB2 Map Tier List!

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only list that matters is mine, this isn't up for discussion
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Hot take or basic bitch no sure which.

Iirc Telos is the newish map based on Kotor2 and I really like it.
This list made me realize a lot of maps have a problem of having huge open areas that don't fit the gameplay very well, and even worse some have weird lighting where it's hard to see specific character models like sith or tie pilots. I like camo gameplay in MGO2 but not as much in MBII.

Some maps deserve to be higher or lower on the list depending on how people play on them. Dotf is an absolute nightmare when imps refuse to defend side or rush hangar into an endless rain of arc rocket fire, but when tactics are more sound it's a great map to play. Corellia is complete ass of an amogus simulation unless everyone's using and defending routes evenly and being smart about it. Yet I enjoy commtower any day. Some maps would be great without a meme objective like an escort. Smuggler is a nightmare with more than 10 players.

Didn't list some maps since I don't remember a thing about them. Didn't list CTF since nobody plays it anymore it's kinda its own thing and I have no particular preferences with CTF maps.

EDIT: server owners should set the player count to 10 whenever smuggler is on. Rip whoever has a potato PC, slow connection or still installs their games on a HDD.
 
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My tier list is a combination of my personal bias and whether or not I thought the map design allowed for decent gameplay.

S Tier - Always fun to play, Map design is perfect

A Tier - Always fun to play, Map design is decent but needs work

B Tier - Fun maybe 60% of the time,, Map design needs a lot work but is still playable

C Tier - Mild amounts of fun on these maps, Map design or objective needs a rehaul/rework

D Tier - Not fun at all, Map design is awful and is more than likely one sided (not all) and desperately needs a massive re-work to be even be considered a C tier map.
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-S-
This are absolutely perfect maps that give the same opportunities to both teams and for each class while also giving the player multiple equally important routes to choose from, which I feel none of the ingame maps managed to achieve (at least the ones I've played so far).

-A-
Good map designs that give people a set of main routes to focus on, as well as a number of different optional (and viable) side routes to break up the flow of the match, while keeping each class viable.
This maps can become slightly unbalanced when certain routes get pushed too much by one of the teams.

-B-
Standard 2/3 lane maps that tend to play the same way with some minor route changes throughout the duration of the matches.
Although fairly balanced in both map design and class viability, these maps can turn into slaughters when even 1 of the main routes gets quickly overrun by one of the teams, unless it's a camped ambush in which case the situation might reverse.

-C-
Either overly linear small enclosed maps or ones that have large fairly frequent open and exposed areas which badly integrates with the slow bullet speeds and cover focused gameplay.
These are not inherently bad maps, but they tend to favor some classes or tactics because of their design.

-D-
Large or comically small open arenas (looking at you Utapau) which are unsuitable for Movie Battle's style of gameplay.
Don't get me wrong, they can still be fun to play but they mostly come down to either marathon sprints / long range sniping or drunken brawls / terrorist kamikaze yeeters
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Bud

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-S-
This are absolutely perfect maps that give the same opportunities to both teams and for each class while also giving the player multiple equally important routes to choose from, which I feel none of the ingame maps managed to achieve (at least the ones I've played so far).

-A-
Good map designs that give people a set of main routes to focus on, as well as a number of different optional (and viable) side routes to break up the flow of the match, while keeping each class viable.
This maps can become slightly unbalanced when certain routes get pushed too much by one of the teams.

-B-
Standard 2/3 lane maps that tend to play the same way with some minor route changes throughout the duration of the matches.
Although fairly balanced in both map design and class viability, these maps can turn into slaughters when even 1 of the main routes gets quickly overrun by one of the teams, unless it's a camped ambush in which case the situation might reverse.

-C-
Either overly linear small enclosed maps or ones that have large fairly frequent open and exposed areas which badly integrates with the slow bullet speeds and cover focused gameplay.
These are not inherently bad maps, but they tend to favor some classes or tactics because of their design.

-D-
Large or comically small open arenas (looking at you Utapau) which are unsuitable for Movie Battle's style of gameplay.
Don't get me wrong, they can still be fun to play but they mostly come down to either marathon sprints / long range sniping or drunken brawls / terrorist kamikaze yeeters
View attachment 7239
Your C tier is very accurate: all those maps give clear advantages to certain classes but the maps are still somewhat playable. I think RC: Hangar C doesn't fit with your description for D, as that map is so bad that it's not even funny for one round.
 

Bud

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My tier list is a combination of my personal bias and whether or not I thought the map design allowed for decent gameplay.

S Tier - Always fun to play, Map design is perfect

A Tier - Always fun to play, Map design is decent but needs work

B Tier - Fun maybe 60% of the time,, Map design needs a lot work but is still playable

C Tier - Mild amounts of fun on these maps, Map design or objective needs a rehaul/rework

D Tier - Not fun at all, Map design is awful and is more than likely one sided (not all) and desperately needs a massive re-work to be even be considered a C tier map.
View attachment 7238
We have almost completely opposite taste in maps. I consider most of your S tier maps (Echobase, Lunarbase, Fuel Depot, Citadel) to be mediocre maps at best. Also I think you should give comm tower another chance.
 

Bud

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View attachment 7237

Hot take or basic bitch no sure which.

Iirc Telos is the newish map based on Kotor2 and I really like it.
This list made me realize a lot of maps have a problem of having huge open areas that don't fit the gameplay very well, and even worse some have weird lighting where it's hard to see specific character models like sith or tie pilots. I like camo gameplay in MGO2 but not as much in MBII.

Some maps deserve to be higher or lower on the list depending on how people play on them. Dotf is an absolute nightmare when imps refuse to defend side or rush hangar into an endless rain of arc rocket fire, but when tactics are more sound it's a great map to play. Corellia is complete ass of an amogus simulation unless everyone's using and defending routes evenly and being smart about it. Yet I enjoy commtower any day. Some maps would be great without a meme objective like an escort. Smuggler is a nightmare with more than 10 players.

Didn't list some maps since I don't remember a thing about them. Didn't list CTF since nobody plays it anymore it's kinda its own thing and I have no particular preferences with CTF maps.

EDIT: server owners should set the player count to 10 whenever smuggler is on. Rip whoever has a potato PC, slow connection or still installs their games on a HDD.
I like how Utapau gets its own tier. Cloud city should be lower for the objective alone: it's even worse than Jabba.
 
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I like how Utapau gets its own tier. Cloud city should be lower for the objective alone: it's even worse than Jabba.
In my experience the Cloud City obj causes far less problems in practice, since Han is a carbonite block without HP and is in neutral reach between both teams. When both teams are playing decently Han is least of either's concern, but is still a rope to tug in your favor when the rest of your enemies are playing hug and hop in the farthest corner of the map. Still has a lot of troll and bullshit potential but it doesn't happen much.
 
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We have almost completely opposite taste in maps. I consider most of your S tier maps (Echobase, Lunarbase, Fuel Depot, Citadel) to be mediocre maps at best. Also I think you should give comm tower another chance
What's so bad about those so called mediocre maps my friend? also, commtower is strictly holding hallways, and an obj with vents, it's far too campy and imperial sided for it to be even considered a good map
 

Bud

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In my experience the Cloud City obj causes far less problems in practice, since Han is a carbonite block without HP and is in neutral reach between both teams. When both teams are playing decently Han is least of either's concern, but is still a rope to tug in your favor when the rest of your enemies are playing hug and hop in the farthest corner of the map. Still has a lot of troll and bullshit potential but it doesn't happen much.
I just think Han might as well not even be there; I have never seen someone do objective in a tight match because it is simply not possible. It doesn't help that moving Han is super jank and people can just drop him off the map lol.
 

Bud

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What's so bad about those so called mediocre maps my friend? also, commtower is strictly holding hallways, and an obj with vents, it's far too campy and imperial sided for it to be even considered a good map
I just think those maps are not all that special. The layouts are well thought out and "balanced" but they're boring after a few rounds and the map starts to feel more like a backdrop. I like comm tower because the layout is very interesting with the light bridge, the vents, and there's still a side corridor for people who don't want to deal with that nonesense. Yeah, sith camp in the vents and if you catch fire there, you're screwed, but it's a nice contrast in gameplay from the other maps. It's not a fantastic map on its own, but it's a lot more fun for me than boring echobase, lunarbase, cloudcity, etc.
 
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