Post by Zanril on Nov 17, 2023 1:05:10 GMT
Hello there everyone.
I'm going to be rating 20 maps at the PvP warp on Simplex 2. This is an 2 year old list made before the additions from the PvP map build competition.
I will be rating all the maps from 1 to 10, with 1 being the worst and 10 being the best in my opinion. I will have scores for two categories, one for players fighting in the arena, and the other for spectators.
I've sorted the list by starting with the best for fighters first and the worst for them last. Combined scores are not include because both spectator and fighting experiences are not equal.
For the fighter rating I will be judging it with 1v1s in mind and will not take into consideration asymmetrical or free-for-all type fights that might happen in these arenas.
For spectators its all going to be about how much you need to move to get an angle on the two fighters in the arena and your viability of them.
Stonerock by Veilstar
10/10 Fighters
8/10 Spectators
The best map at /warp pvp. Dont let its dull grey color palette fool you. This is a very well designed, and balanced map perfect for 1v1s, melee and or ranged combat. If you are fighting in melee you want to take the center. If you want to fight at a distance you take the edge where the stone spikes give cover for you. Countless liters of blood has been spilt onto this arenas ground where I spent most of my time fighting during my early days.
City Streets by Choo_Imperium
9/10 Fighters
6/10 Spectators
This map has a deceptively good amount of ways to traverse it. Its biggest weakness has got to be the center cross shaped streets. If they were tighter, fighting building to building could be more action packed.
Quartz Temple by Choo_Imperium
8/10 Fighters
7/10 Spectators
The blinding white quartz block is tempered by the end dimensions shade. I have nothing else to comment on otherwise.
Sandbomb by Veilstar
7/10 Fighters
8/10 Spectators
The oldest PvP map at the warp. There is plenty of cover along the edges of the map which force you to focus on melee. There is ladders on each axis of the map to get you up on the low walls which is great for traversing the maps edge. The center pillar with the ladders takes you up to the elevated ring shaped walkway. This maps biggest design flaw lies with its this walk way. The only way is by the ladders, and defending the walkway is way too easy.
Lavarock by Choo_Imperium
7/10 Fighters
8/10 Spectators
The bigger, hotter, and hazardous cousin of Stonerock. Compared to Stonerock the slope towards the center is more gradual, there are 2 rings of spikes instead of 1, pillars of lava act as hazards for fighters to avoid or knock opponents back into, and the center is bigger. The magma blocks arguably makes fight faster since they contribute damage to players, same goes for the lava but don't take that as a downside.
Western by Choo_Imperium
7/10 Fighters
7/10 Spectators
Great for free-for-alls but if you are looking for something more balanced this is not the map for you. If you don't care about that then this map is great.
Frostrock by Veilstar
6/10 Fighters
8/10 Spectators
The slippery version of Stonerock. This icey variant is not as fun to fight on as its rocky twin.
Treeriop by Veilstar
5/10 Fighters
8/10 Spectators
Not enough features in it to make it interesting but the change in terrain in the middle does help it a little bit.
Coral Islands by Choo_Imperium
4/10 Fighters
9/10 Spectators
A water heavy map with tiny islands, and a diamond shaped bubble column ready to suck you down into magma blocks. Fighting without a riptide trident is terrible. The middle of the map is a death trap for you, and your ability to escape and close the gap with your opponent is non existent. Using a bow here is not very useful. The water slows down and sinks your arrows. Anyone can use the water to approach you to get into melee range or their trident to just close the gap with you quickly. Even fighting in close quarters isn't that interesting since its slowed down by the water.
Fuzan by Veilstar
4/10 Fighters
8/10 Spectators
A map left unfinished by its creator. Most of the action happens along the edges away from the center but when it does get to the center it usually stays there since you need to jump out of it.
Caverns by Choo_Imperium
4/10Fighters
7/10 Spectators
If you ever wanted to PvP in minecraft caves this is the closest you are going to get on this server. Visually its okay but the layout is not great.
Tournament by Choo_Imperium
3/10 Fighters
9/10 Spectators
Looks great, fights bad, center is just flat. Getting knocked into the trench is punishing.
Cornucopia by Choo_Imperium
3/10 Fighters
8/10 Spectators
Thanksgiving fight anyone?
Nether by Choo_Imperium
3/10 Fighters
4/10 Spectators
You can tell right off the bat this was made during the 1.16 update, the update was polished and fresh when it came out. I cannot say the
same for this map. Fighting in the warped and crimson forest parts is the same. The denseness of the forest encourages you to fight close
but the roots do get in the way of that experience. The basalt delta quarter is a place for lava pot holes. The soul sand valley increases
movement speed for those with soul speed enchanted boots so they can use that to their advantage.
Wintertree by Choo_Imperium
3/10 Fighters
9/10 Spectators
A ring shaped map with an ice path encircling the center. The lack of cover besides the tree makes this map flop.
Plainfield by Veilstar
2/10 Fighters
10/10 Spectators
A brother of the Plains map which is also plain and boring.
Maze by Choo_Imperium
2/10 Fighters
3/10 Spectators
Only minotaurs would like this map
Grid by Choo_Imperium
1/10 Fighters
10/10 Spectators
You don't fight on this map, the map fights you.
Flatgrass by Veilstar
1/10 Fighters
10/10 Spectators
At least with this map the ground is textured compared to the next map.
Plains by Veilstar
1/10 Fighters
10/10 Spectators
Have you read the label on the tin? This map is plain
I'm going to be rating 20 maps at the PvP warp on Simplex 2. This is an 2 year old list made before the additions from the PvP map build competition.
I will be rating all the maps from 1 to 10, with 1 being the worst and 10 being the best in my opinion. I will have scores for two categories, one for players fighting in the arena, and the other for spectators.
I've sorted the list by starting with the best for fighters first and the worst for them last. Combined scores are not include because both spectator and fighting experiences are not equal.
For the fighter rating I will be judging it with 1v1s in mind and will not take into consideration asymmetrical or free-for-all type fights that might happen in these arenas.
For spectators its all going to be about how much you need to move to get an angle on the two fighters in the arena and your viability of them.
Stonerock by Veilstar
10/10 Fighters
8/10 Spectators
The best map at /warp pvp. Dont let its dull grey color palette fool you. This is a very well designed, and balanced map perfect for 1v1s, melee and or ranged combat. If you are fighting in melee you want to take the center. If you want to fight at a distance you take the edge where the stone spikes give cover for you. Countless liters of blood has been spilt onto this arenas ground where I spent most of my time fighting during my early days.
City Streets by Choo_Imperium
9/10 Fighters
6/10 Spectators
This map has a deceptively good amount of ways to traverse it. Its biggest weakness has got to be the center cross shaped streets. If they were tighter, fighting building to building could be more action packed.
Quartz Temple by Choo_Imperium
8/10 Fighters
7/10 Spectators
The blinding white quartz block is tempered by the end dimensions shade. I have nothing else to comment on otherwise.
Sandbomb by Veilstar
7/10 Fighters
8/10 Spectators
The oldest PvP map at the warp. There is plenty of cover along the edges of the map which force you to focus on melee. There is ladders on each axis of the map to get you up on the low walls which is great for traversing the maps edge. The center pillar with the ladders takes you up to the elevated ring shaped walkway. This maps biggest design flaw lies with its this walk way. The only way is by the ladders, and defending the walkway is way too easy.
Lavarock by Choo_Imperium
7/10 Fighters
8/10 Spectators
The bigger, hotter, and hazardous cousin of Stonerock. Compared to Stonerock the slope towards the center is more gradual, there are 2 rings of spikes instead of 1, pillars of lava act as hazards for fighters to avoid or knock opponents back into, and the center is bigger. The magma blocks arguably makes fight faster since they contribute damage to players, same goes for the lava but don't take that as a downside.
Western by Choo_Imperium
7/10 Fighters
7/10 Spectators
Great for free-for-alls but if you are looking for something more balanced this is not the map for you. If you don't care about that then this map is great.
Frostrock by Veilstar
6/10 Fighters
8/10 Spectators
The slippery version of Stonerock. This icey variant is not as fun to fight on as its rocky twin.
Treeriop by Veilstar
5/10 Fighters
8/10 Spectators
Not enough features in it to make it interesting but the change in terrain in the middle does help it a little bit.
Coral Islands by Choo_Imperium
4/10 Fighters
9/10 Spectators
A water heavy map with tiny islands, and a diamond shaped bubble column ready to suck you down into magma blocks. Fighting without a riptide trident is terrible. The middle of the map is a death trap for you, and your ability to escape and close the gap with your opponent is non existent. Using a bow here is not very useful. The water slows down and sinks your arrows. Anyone can use the water to approach you to get into melee range or their trident to just close the gap with you quickly. Even fighting in close quarters isn't that interesting since its slowed down by the water.
Fuzan by Veilstar
4/10 Fighters
8/10 Spectators
A map left unfinished by its creator. Most of the action happens along the edges away from the center but when it does get to the center it usually stays there since you need to jump out of it.
Caverns by Choo_Imperium
4/10Fighters
7/10 Spectators
If you ever wanted to PvP in minecraft caves this is the closest you are going to get on this server. Visually its okay but the layout is not great.
Tournament by Choo_Imperium
3/10 Fighters
9/10 Spectators
Looks great, fights bad, center is just flat. Getting knocked into the trench is punishing.
Cornucopia by Choo_Imperium
3/10 Fighters
8/10 Spectators
Thanksgiving fight anyone?
Nether by Choo_Imperium
3/10 Fighters
4/10 Spectators
You can tell right off the bat this was made during the 1.16 update, the update was polished and fresh when it came out. I cannot say the
same for this map. Fighting in the warped and crimson forest parts is the same. The denseness of the forest encourages you to fight close
but the roots do get in the way of that experience. The basalt delta quarter is a place for lava pot holes. The soul sand valley increases
movement speed for those with soul speed enchanted boots so they can use that to their advantage.
Wintertree by Choo_Imperium
3/10 Fighters
9/10 Spectators
A ring shaped map with an ice path encircling the center. The lack of cover besides the tree makes this map flop.
Plainfield by Veilstar
2/10 Fighters
10/10 Spectators
A brother of the Plains map which is also plain and boring.
Maze by Choo_Imperium
2/10 Fighters
3/10 Spectators
Only minotaurs would like this map
Grid by Choo_Imperium
1/10 Fighters
10/10 Spectators
You don't fight on this map, the map fights you.
Flatgrass by Veilstar
1/10 Fighters
10/10 Spectators
At least with this map the ground is textured compared to the next map.
Plains by Veilstar
1/10 Fighters
10/10 Spectators
Have you read the label on the tin? This map is plain