: What's the best kind of Myth map to play on? Consider the
: following: A)1) Flat
: 2) Hills
: 3) Cliffs
: B)1) No Water
: 2) Puddles/ small ponds
: 3) Many ponds, rivers, lakes
: C)1) Ground burns a lot
: 2) Ground burns a little
: 3) Ground doesn't burn
: D)1) Tropical
: 2) Deciduous
: 3) Evergreen
: 4) Snowy
: E)1) Dense forest
: 2) Scattered trees (Plains)
: 3) No trees (Snow or desert)
: F)1) Inside (building/ cave)
: 2) Outside
: G)1) Day
: 2) Night
: H)1) Dark allegiance
: 2) Light allegiance
: I)1) Medieval (Regular Myth/ Chimera/ TSG)
: 2) Present/ recent past (WWII/Vietnam)
: 3) Future (Alien Dark Tide, Jinn)
: J)1) Multi: 2 players
: 2) Multi: 3/4 players
: 3) Multi: 5+ players
: 4) Solo: 1 player
: 5) Solo: 2 player co-op
: 6) Solo: 3+ player co-op
For answers A through G, I'd personally have to say that I'm pretty easy, so long as it's visually appealing, relatively interesting, and with plenty of strategic possibilites; For instance, something of a sandy desert landscape, with dunes and such, and barely any noticeable native life to speak of might be interesting, as would a jungle with some weird kinda ruined fortress in it--anything, really. If you're feeling extra creative, go ahead and throw in some weird looking statues, and symbols and stuff--archeologically/anthropologically interesting aspects. As far as inside maps go, I'm not particularly fond of maps that take place inside a well-furbished building of some kind--rather a cave, a ruin, or something of the sort--so not like in the Baron's castle in SB. For day or night, really just whatever you feel most suitable for the map, though it might be interesting to see a desert at night map... With dark vs. light, I personally like a fair mixing of the two. Concerning individual types of units, I'd also like to see some map where wights can actually be used to some kind of strategic value aside from the standard "Jman heals wights, ghols pick up pus packets" sort of thing. For (I), Medieval units, definitely. This is a strategy game based around medieval strategy, thus the most effective use of the engine will be units with medieval types of tech. My favorite type of units that I've played with on TFL and SB are, naturally, Myth units. The Seventh God was just too Tolkieny for me. Extensions of the Myth units, and even new ones based in myth lore, however, are not only fine, but even sometimes preferred, though, as far as I go. Finally, with J, I like multiplayer for third party maps best, but I'm again pretty easy here.