Maps
There are a large number of maps available for LGGwG, and users are always making more. Many maps are old and well tested, but due to constant user contributions, many maps are young, untested, and potentially imbalanced.
Here is a (so far incomplete) list of maps, including some of the basic data about each:
| Map Name | image | players | allies | dev | scripting | level | build points | total team strength | execs | height | width | author |
| AlliedCastleSiege | . | 4 | 2×2 | stable | light | ? | 17 or 10 | . | 1 | . | . | ? |
| 5Amoeba | . | 5 | – | stable | none | . | 20 | . | 1 | . | . | dobnarr |
| Battlefield | . | 4 | 2v2 | stable | none | ? | 15 | 30 | 0 | 19 | 19 | devolver |
| CastleAssault | . | 6 | 4v2 | beta | none | ? | 12 or 22 | . | 0 or 1 | 25 | 25 | devolver |
| Eliminator | . | 8 | – | stable | light | ? | 20 | 20 | 0 | . | . | MerryLich |
| Maelstrom | . | 4 | – | beta | heavy | 7 | 12 | 22 | 1 | 21 | 21 | Vynce |
| Narrows | . | 4 | - | stable | none | ? | 17 | - | 0 | 6 | 28 | devolver |
| RuinedTower | . | 4 | – | provisional | moderate | 8? | 15 | 15 | 1 | 20 | 20 | Vynce |
| 6waydoom | . | 6 | 3v3 | stable | none | ? | 14 | 42 | 1 | 14 | 27 | devolver |
| 6waybasic | . | 6 | – | stable | none | ? | 15 | . | 1 | 23 | 23 | devolver |
| Swizzle | . | 4 | - | stable | none | ? | 15 | . | 0 | 17 | 17 | devolver |
| 2vs1 | . | 3 | 2v1 | stable | none | ? | 13 or 28 | 26 or 28 | 0 or 1 | 17 | 17 | devolver |
Key:
* allies: what the allying like on the map? blank for none; PxQ means P sides, Q players each. XvY means X players vs Y players; XvYvZ means X vs Y vs Z, etc.
* dev: development maturity—is this map well-tested? stable?
* scripting: does this map use scripting? what the scripting does should be detailed on the map’s own page; here just indicate how much scripting there is. rule of thumb: if the scripting can’t be described in ten words, it’s at least moderate. If the map is unplayable without the scripting, it’s probably heavy. if it doesn’t feel like LGG any more, it’s extreme.
* level: how many games must a person play before they are shown this map?
* build points: how many build points do you get to work with (per team) when unit trading is enabled?
* total team strength:
* execs: number of execs per player
As LGGwG grows, certain genres of map have emerged. Here’s a short list of identified genres (each has at least 2 examples currently playable); note that some maps may fit more than one genre:
- Allied : some of the players are allied together, rather than being everybody vs. everybody
- Assymetrical : the starting positions are intentionally very different. Often, these maps are allied, and are different size teams, e.g. 3v1, 4v2 etc.
- Blender : 4 build points + an exec, with some medpacks in the middle of a basically honeycomb map.
- Entrails : there are two specific maps named with the word entrails; they both feature stupidly large builds. Other slaughterhouse maps might be referred to as Entrails, despite not bein named such.
- Flooding : there is water on the map that will flow at the end of each turn. Sometimes this begins on turn 1, sometiems later. Similarly, it may flow at varying rates on different maps.
- Gladiator : A fairly specific genre, these are all based on the same map, featuring 8 (usually small) teams ina room with lots of destructible obstacles.
- Last Man : there are enough flags that are impossible or very difficult to get that being the last team standing is often key to victory.
- Melee : tiny rooms of ridiculous. generally featureless (or near featureless) rooms with enough placement squares & build points that it is possible to start with every passable space on the map occupied.
- PvE : short for “player(s) versus environment” these maps usually have an integral RoboBot team, often beefier than the combined forces of the players. Technically, this class includes teh single-player RoboChallenge maps that teach the game, but generally it refers to the more intricate maps, such as RoboJourney1 and GTeamVsCountClockwise
- Random : these maps are not the same each time. Subclasses include:
* Random Tileset : built of a set number of a series of “chunks” (like dealing the map out of a deck of tiles, e.g. settlers of catan).
* Random Reveals : there are shootable obstructions that may or may not give way to passable terrain; sometimes another (non-shootable) obstruction lies underneath. - Teleport : there are some number of squares on the map that, if you step on one of them, will instantly teleport you to another square. Generally (always, so far) teleporters are two-way; the landing square will send you back to the square that sent you to it.


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