We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
First of all, interesting topic and thanks for the initial insights on how maps become interesting (or not).
Thinking about it I realized that, without even knowing, I kinda sticked that rule "helping the underdog" in most of my maps that had any b.net significance.
The following are examples of my maps and how they achieved it. Don't get me wrong, I don't want to boast, or anything, I'm just posting what I analyzed after thinking about this topic, so others may use these methods.
All of the maps mentioned are unprotected and can be downloaded from the dldb.
Kinda seems like this really boils down to good balancing, doesn't it? If a map is balanced well then it will be difficult for one player to pull so far ahead of the others that he's untouchable.
Desert Strike
My newest map is pretty well balanced. There's basically 3 ways to win the game:
- Slowly build up your income making sure you always keep barely ahead your enemy by spending slightly less money for units, but build the right counters. "The conservative way"
- If you fall behind with income too much you can stop increasing income and mass temple killer units, hoping to overwhelm your enemy before his income advantage pushes you back. "The temple rush"
(Using workers to kill spawns you can make this strategy even more powerful as you should besiege the enemy's temple, which helps greatly with worker attacks. Success (or not) heavily depends on the micro skills and teamwork of the defenders)
- In a balanced lategame with clever usage of specials. The more units there are, the more powerful specials get.
This means in every stage of the game you have to carefully watch your enemies' strategy or they can gain the upper hand, as many units have the same cost to battle efficiency factor.
Sand Castle Wars DARKČ
Even hopeless games can be won by successful drop against a unsuspecting enemy, and even weaker armies can win if you constantly open their block (blocks serve to gather an army, rather to send them to fighting 1 by 1) while managing to keep your block shut.
Defense of the Xel'Naga (DotX)
AoS like map. This map achieves it mainly through the extraordinary XP system. You get XP by "supporting" your computer ally by being near (not killing) enemy computer units. Now when you manage to push forward you will have to go back to your base to heal earlier or later. And there are only teleporters to the middle of the map, so you have to walk through your newly gained own territory for a while until you reach the frontier. During that time you get no XP, while the defending enemy heroes have much shorter paths to walk and thus get more XP. When 1 (of 3) of your lanes has been broken through and enemy computer units attack your temple you even gain XP while being dead, helping you even more.
There's also certain spell/item combos (especially invcincible spell / speed potion) that allow you to do suicide attacks on the enemy temple. They are hard (but possible) to do but also hard (but possible) to defend, so you even have a chance of winning if you're seriously pushed back.