[quote author=Fastidious link=topic=494.msg4672#msg4672 date=1314984075]<br />If you take a balanced map it can end up being played many different ways, you have choices!<br />[/quote]<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />I can&#039;t think of a single map where you don&#039;t have choices about how to play it.&nbsp; You&#039;ll probably argue that map13 requires a 200/200 runner, but there are so many variations with that:<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />- Send M to open gate after O grabs<br />- Send M to grab the flag and damage D between O grabs<br />- Push M and D to enemy base after clearing home base<br />- Send M to steal blue armor (as you pointed out earlier)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />All of these things have tradeoffs.&nbsp; Sending M to do anything other than chase enemy O around opens you up to being flagged on, but never pushing up to cover for O or get picks still makes it hard to flag on that map.<br />&nbsp; &nbsp; &nbsp;  <br />- map03<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />You really can&#039;t 2D here.&nbsp; I don&#039;t think anyone would argue that.&nbsp; The debate is really 2O vs. DMO, and I would guess most teams don&#039;t even decide that - they just do DMO, and M decides to either grab or drop back/spam/camp depending on the situation.&nbsp; In fact, that&#039;s probably 99% of all map strats.<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />- Grind maps<br /><br />We get it Fast, you don&#039;t like grind maps.&nbsp; I personally don&#039;t like maps that are impossible to defend, like map23 (ZDU08).&nbsp; To me, they turn into clusterfucks of dumbness and there&#039;s no real strat.&nbsp; You not liking grind maps doesn&#039;t mean they&#039;re objectively bad, just like me not liking super-offensive maps doesn&#039;t mean they&#039;re bad.&nbsp; IDL should include both.<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />- map16 vs. map13<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  <br />The difference is that if you get your megaarmor stolen on map13 you don&#039;t immediately get flagged on.&nbsp; Lose the megasphere on map16 and there&#039;s like a 60% chance you&#039;re losing a flag.&nbsp; Additionally, the item placement is a huge deal.&nbsp; On map16 you&#039;re fighting over the megasphere the entire round pretty much, and when you lose it you&#039;re scrambling to spam whoever got it, because they became their team&#039;s O.&nbsp; On map13, one player is designated O, and they get their own items with ease.&nbsp; I&#039;ve never seen a single fight over blue armor on map13, and it&#039;s because it&#039;s in a pit in the enemy base.&nbsp; Sending M to do that instead of chasing enemy O really only makes sense at the beginning of the game or if you just killed O, it&#039;s certainly not the main dynamic of the map at all.&nbsp; They&#039;re totally different maps.<br />