I stumbled across an old gem called Aerie of Ruin (FuriousBroccoli, 2004) just recently, and I'm delighted that I did. It's a highly asymmetric game, but in a way that creates great dynamics and makes you think deeply about how to play the matchup.
I'm not a fan of Veramarth, but it has a one-of-a-kind layout that I haven't seen anywhere else. Rather than the usual square-like map dimensions with main bases tucked away in each corner, Veramarth takes place along the banks of a river, with the main bases directly opposite each-other.
There is little wasted space: the battlefield is large enough that the map doesn't feel cramped and that there is room between the lanes, but has no long walks or windy side-paths.
Rival Nations (MicrosoftXP, 2002-2004) is a well-established member of the 3v3v3 sub-genre of AoS maps. It has a couple of neat ideas that make it stand out from its peers, including the ability to control several heroes at once.
Ruiner's Domination is one of the most polished and professionally made AoS maps of its era. Its clean visuals combined with simple but well-embedded game rules has led it to age gracefully, even when played over a decade later.
The day has finally come where I review Ninjas on Battle.net! Formerly known as Ninjas in Pyjamas, NoB achieves an interesting contrast of being possibly the most informal AoS map ever developed, while simultaneously pioneering clever mechanics that have since been picked up on by commercial titles.
Its playerbase will describe the map as "silly, but fun", which echoes the relative unimportance of balance, the absurd abilities, and the plentiful references to gaming-related pop-culture.
I'm sure most of you are familiar with the concept of drafting, the pre-match ritual in which players negotiate the characters that will be in-play during a match. Typical drafting phases consist of an alternating sequence of picks and bans. I've listed the drafting sequence for several commercial games below. There's some variation, but they're all pretty similar:
In light of last week's interview, I've decided to take a slight detour from our usual menu to review a concept AoS called Elemental Wars.
This was never made into a playable map, but is unique in several ways that I feel are worth discussing. The concept was originally posted here on wc3c.net, but I'll run through the main points below anyway.