Hello citizens and lords of cRPG! First, I apologize if I am presenting this in an unfamiliar format, as it is my first map and my first post concerning maps.
I decided to challenge myself to make a total of ten balanced maps for NA Battle so that every player can enjoy cRPG without having to worry so much about unfair disadvantages. I am new to this, so you may notice fundamental mistakes in the following map. Constructive criticism is welcome. If the community recognizes this map as suitable for NA Battle, I will finish touching it up and filling it with more immersion. Without further delay, please view and comment. Thank you. Tactical Overview:
This map rewards the valorous for archers, cavalry, and infantry alike.
If an archer can fight and survive with the main infantry it could obtain a very clear advantage early in the battle at the heights of the main building.
If infantry can break through or flank successfully, they too gain a great advantage either by clearing out the towers or simply denying the enemy any tactical defense.
If cavalry can fight through or around the main infantry, it could easily pick off crucial enemy support units or break the enemy's main line.
Calvary Overview:
Here we have clear advantages and disadvantages to friendly or enemy cavalry. This map is not for any single build to dominate and each must carefully consider their options if they wish to succeed. The map is wide/open enough for cavalry to ride pretty much everywhere, but like I said, the hunter can easily become the hunted.
Early Enemy Encounters:
The first encounters will happen in the center of the map. This will most likely be very intense combat which will branch off into secondary encounters as the infantry progress through the courtyard. You will see arrows flying, swords clashing, bold cavalry, and you will also see objective in each person's actions. Surviving this initial wave will be an exciting test of skill and awareness. This map will make you remember why you put that extra point into athletics or ironflesh.
Center Defensive:
The center courtyard is the only place on the map that does not have vulnerable flanks and has only one entrance/exit, making it the best defense on the map. There are advantages and disadvantages here. Cavalry, although it CAN ride in there and have some decent space, will not likely advance here. It may be the best defense on the map, but it isn't the best offense. Along the top (vulnerable to archers from the towers and infantry) are clear shots at the enemy spawn on either side. The point of this area is to encourage early combat and tactics, making it less likely to have entire teams camping. If you don't press hard, you miss out on easy kills/ambushes and ultimately your team will lose.
Tower Team One:
As you can see, these towers have clear lines of sight and would be great places for archers. To counter this, however, there is a VERY vulnerable flank that is only accessible from the ground. Infantry/archers from the tower can not jump up or access those stairs unless they climb down and reach it from ground level. The advantage of this flank is that enemy infantry can reach the top of the archer's nest and attack from both sides, if desired. If enemy archers used this flank, they would have clear shots at the neighboring tower and could easily eliminate archers. With the extreme strengths of these towers, comes the extreme weaknesses. Of course, if you did not wish to use the flank, you could still reach these towers the normal ways.
Tower Team One Alternate:
This tower provides an excellent line of sight to the main clutter, but is powerless to the flanks and subject to the opposing towers' archers. If enemy infantry reaches you here, there is little you can do to escape. What it lacks in late-game defense, it makes up for as an early-game advantage.
Tower Team One Close Look:
I've already gone in detail how easily flanked this tower can be, so now for its offensive value. From this tower you can control key locations on the map, notably the catwalks which would be in dire need of attention in the event that the enemy team breaks through and claims the high ground and clear shots at your spawn.
Tower Team Two Flanks:
These towers have one of the greatest defenses on the map if unchallenged, however with a total of four blindside entry points, the enemy can easily devastate and overwhelm garrisoned troops. Even a single unit, with stealth, can do major damage sneaking through these towers and picking off the unwary.
Tower Team Two:
These towers provide an excellent defense to garrisoned archers, however their flexibility is more limited compared to the other towers. It is best for units to focus on specific areas and draw enemy fire. Again, because of the limited view you can easily be flanked so watch your back or bring a few guards.
Tower Team Two Alternate:
Finally, another view of the towers sights. The houses in the center provide excellent cover from all towers, if used properly.
As you can see there is no "I win" spot on this map, and there is no "I win" type of unit either. I have attempted to create a balanced rock-paper-sissors style map that pretty much forces this:
Main Infantry < Archers < Flankers < Cavalry < Main Infantry
Each build has a roll, and since players do not treat NA_Battle as they would in strategus battles, it might be in the overall fun factor's better interest to start using maps that help influence strategy and tactics, rather than wide open fields with no cover, or mobility torture steppe abominations.