Abridged Arena Array: Difference between revisions

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== Action Game ==
* This is also seen in ''[[Gunz]]''. A good 70-75% of all fights take place in the "Mansion" Arena.
* Usually in ''[[Bomberman (Video Game)|Bomberman]]'' games, many players prefer the normal battle mode stage.
* The english community in [[Dynasty Warriors|Dynasty Warriors online]] suffers from this. There are (up to 8/12/2011 in the English Version) 30 weapons, roughly 11 maps, 5 vs game modes (excluding showdown, which can be played only at certain times, Campaign, which is Basically 3 of those vs game modes you can normally play but with land at stake, and Defeat commander, which you can only get randomly), and 2 Singleplayer/Co-Op modes. Despite all this, People only play in Confront, use, at most, 6 of those weapons, and only play on plains.
 
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** This is due to the fact that people believe a completely flat stage is the most balanced even though it just gives the advantage to the high-tier characters. This misnomer cause all the pro wannabes to pick the stage thinking it's the most balanced and therefore skill-dependent... for some reason.
*** This may be due to the misconception that a stage that completely flat and devoid of obstacles show a true test of skill between players, even though characters with long range attacks like Fox's Blaster and Pit's arrows get the upper hand since there is nothing blocking their shots.
* In the fan patched netplay version of ''[[Guilty Gear (Video Game)|Guilty Gear X2 Reload]]'', a lot of players tend to choose Slayer's stage even though stages really have no impact on gameplay in this game. To elaborate, Slayer's stage is a large open cathedral-looking area with a gigantic bearded skeleton wearing armour in the background. It is likely because they want to hear [[Crowning Music of Awesome|Slayer's admittedly cool theme tune]]
** Before Slayer, it was Chipp, for the same reasons.
* Due to ''[[Tekken]] 4'''s engine allowing for various forms of weirdness and other game-breaking moments, tournament play was very often restricted to a handful of stages (the Arena being the most common). That didn't stop the possibility of potentially broken combos still being executed even on the most fair of stages.
* You are likely to see this plus bonus [[Flame War|arguing matches]] in ''[[Dissidia Final Fantasy]]'' and particularly its sequel, Duodecim. The source of all this is, because of the way the game works, there are potentially real and severe consequences to character/stage matchup--Terra is a holy terror in the Phantom Train, while Firion is practically helpless in the Planet's Core. And when you're playing with the few characters who can handle (and are arguably built with them in mind) the near-universally despised [[Scrappy]] stages...well. In other words, while players have their Arrays that are (usually) dependent on the characters they main, they're often not the same as the Arrays of other players...leading to arguments.
* The most common stage that you will find yourself playing on in [[Jump Ultimate Stars]] is the [[Yu Yu Hakusho (Manga)|Demon World Tournament]] arena. The only gimmick on that stage is a moving platform above a regular floor. It is loved for the same reason Final Destination (above) is.
 
 
== First Person Shooter ==
* In ''[[Battlefield (Video Gameseries)|Battlefield 2]]'' is Strike at Karkand. [[Complacent Gaming Syndrome|Curiously, everyone wants to play this almost infantry-exclusive map on a game whose main gimmick are vehicles]].
** Not only this, but the demand for this map was so great it lead to the developers adding the 'infantry only' game-mode to the game.
*** The sequel, Battlefield 3, is basically marketing the game on the back of telling everyone that Karkand would be back for it.
** The map for the franchise as a whole is Wake Island. It originally came with Battlefield 1942. It was ported into Battlefield Vietnam, Battlefield 1943, Battlefield 2, Battlefield 2142, Battlefield Heroes and along with Karkand is one of the maps in the Battlefield 3 pre-order bonus. The only major games it isn't in are the two Bad Company [[Gaiden Game]] sequels.
* [[Battlefield Three3]]: Operation Metro. You will find hundreds of Metro 24/7, 64 player servers, most of which included increased ticket counts for longer games. There appears to be some kind of perverse thrill in playing this map, as it's incredibly small, is incredibly biased in favour of the Russian team and 95% of the players do nothing but camp, launch noob tube bombs, throw grenades and fire RPGs across the map and actively avoided anything that might result in their death or having to use their actual guns.
** Caspian Border is the most popular vehicle map. It contains multiple vehicles, is quite open and has a nice map layout that means games don't end in spawn camps most of the time.
* The ''de_dust'' maps in ''[[Counter-Strike (Video Game)|Counter-Strike]]'' are quite popular. Heck, ''[[Concerned]]'' [http://hlcomic.com/index.php?date=2005-08-19 even knows this.]
** Some unofficial maps, especially ''fy_iceworld'', ''fy_pool_party'', ''aim_awp'' and ''cs_casa'' also enjoy this status, mostly because quite a bit of them are either very small maps that allow for very fast-paced deathmatches, or maps specially designed to use a certain weapon.
** Also, if you play the fan made Jailbreak mode, expect to see ba_electricprison and its variants a ''lot''.
* The ''[[Star Wars: Dark Forces Saga (Video Game)|Jedi Outcast]]'' Italian community plays ''only'' on FFA_Bespin. If you change the map with a vote while there's nobody else on the server, expect choruses of "Boooo! This map sucks! We want FFA_Bespin!" once enough people join. Everybody else just plays FFA_Deathstar.
** The ''Movie Battles II'' mod for ''Jedi Academy''. Every single server running it plays mb2_dotf and '''nothing else'''.
* The Anzio map in ''[[Day Of Defeat]]'' has this status.
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* ''[[Descent]]'' is based around disorienting full-3D flight. Therefore all multiplayer matches take place on the completely flat "Minerva" and "Ultra-Earthshaker".
* This has happened at least as far back as ''[[Doom]]'', where the first map of the compilation dwango5 (otherwise known as D5M1, a derivative of an older map called SS-MAP1.WAD) overshadowed basically every other level in online play at the time. There's even [http://d5m1.com/ a website dedicated to it].
* Temple or Facility for the N64 FPS ''[[GoldenGoldenEye Eye007 (1997 (Videovideo Gamegame)|GoldenEye]]''.
* ''[[Halo (Video Gameseries)|Halo]]'' gave us Blood Gulch. On the PC version, after going through the usual server narrowing process (not full, users playing, not passworded) no less than EIGHT of the eleven pages were 24/7 Blood Gulch.
** The popularity is probably the reason ''[[Red vs. Blue (Machinima)|Red vs. Blue]]'' is set on that map.
** Halo 1 and 2 multiplayer seemed to only be played in Capture the Flag mode. Fortunately, added gameplay modes in later games have gotten players out of this.
** In Halo 2, it seemed like online custom games consisted of Lockout 90% of the time and Midship the remaining 10%. Seriously, how often did anyone play on some other level?
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*** Mirrored in the sequel where for VS games, people will only play Dead Center and The Parish. No Mercy is now the most played since it was added into the game.
*** This is mostly due to Death Charges, a technique where a Charger player can charge into a survivor and hurl them to instant death. Dead Center and No Mercy have several spots where survivors can be instantly killed if they are not careful, so infected players pick these maps to get a shot at killing survivors in one shot.
* The ''[[Quake]]'' series had DM6 in ''[[Quake (Video Gameseries)|Quake]]/Quakeworld'', Q2DM1 (the edge) in ''[[Quake II (Video Game)|Quake II]]'', Q3DM6 and Q3DM17 in ''[[Quake III Arena (Video Game)|Quake III Arena]]'' and probably another number in ''[[Quake IV (Video Game)4|Quake IV]]''.
** From the original Quake-based ''Team Fortress'', 2fort5 (which inspired ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'' 's CTF_2Fort) and well6 (which has pretty much nothing to do with ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'' 's CP_Well/CTF_Well).
* Dustbowl, Goldrush and Gravel Pit are the most commonly seen "24/7" server maps in ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]''. But listing available servers will show 2fort to have the most entries at any given time, despite a large segment of the playerbase [[Love It or Hate It|hating its guts]].
** And at the other end of the spectrum is Hydro. Ironically, one of Hydro's commentary nodes specifically lays out Valve's anticipation of this trope influencing the focus on this map as the big map that would provide enough content and variety to withstand people playing it all the time. [http://steampowered.com/status/tf2/tf2_stats.php Unfortunately, nobody ended up wanting to play it], due to the actual ''gameplay'' on the map resulting in every round ending in Sudden Death.
*** Well, gameplay plus a respawn-time bug that was left unpatched, and possibly even uncaught, until ''2010''. In a catch-22 scenario, the lack of play may have actually ''contributed'' to the bug not being caught.
** Also ironically, this trope's use in [[Team Fortress Classic (Video Game)|Team Fortress Classic]] is the only reason that maps like 2Fort and Well were remade, even though their gameplay and layout isn't as refined as their contemporaries.
** Valve also recognized the rise of custom maps over the built-in ones, and struck deals with the creators of several popular and/or (in their opinion) well-made ones to add them to the game officially.
* By far, the most popular maps in ''[[Unreal Tournament (Video Game)|Unreal Tournament]]'' are "DM-Morpheus" and "CTF-Face", both of them being quite small and simple (no running around through mazes trying to find each other). Also Deck16][.
** CTF-Face was so popular, it was included in UT 2004 as Face Classic. After not being included in UT 3, it was later added in the ''[[Expansion Pack|Titan]] [[Downloadable Content|Pack]]''.
** Besides CTF-Face, CTF-Clarion, CTF-CivilWar (and its smaller variant) and CTF-McSwartzly are usually the most-frequently played maps on Siege servers. A few other maps are played regularly, and you're a noob if you vote for anything else.
** In ''[[Unreal Tournament 2004 (Video Game)|Unreal Tournament 2004]]'' and ''[[Unreal Tournament III (Video Game)3|Unreal Tournament III]]'', expect a lot of DM-Rankin and DM-Sentinel online.
** And for that matter, full conversion ''[[Red Orchestra: Ostfront 41-45]]'', haven't seen any new maps created for a looooong time. Everyone seems to acknowledge nothing else will be played, ever, so if you plan on playing on open servers, you'll probably want to become intimately familiar with Arad (for tanks) and Danzig (for infantry).
** Oddly, ''[[Killing Floor (Video Game)|Killing Floor]]'' doesn't have a particularly popular or unpopular map, and all the official ones can be found in a rotation at some point or another, though West London does seem to be ''slightly'' more popular.
** In regards to Facing Worlds and Deck16, part of the fun is simply the visual decor. Both maps have impressive art assets in addition to workable gameplay.
* Treyarch actually had to patch ''[[Call of Duty: Black Ops (Video Game)|Black Ops]]'' a few months after it launched because everyone was only playing in Nuketown. Now it can't be selected within two or three games of the last time you played in it.
** And then to the other extreme, they actually ''added'' a "Nuketown 24/7" mode, which cycles through different modes exclusively on that map. It's only available during double-experience weekends on consoles, though.
*** And WHY is it so popular? Because the map is so small, there's a VERY high chance that chucking a Semtex two seconds after the match starts will get you a cheap grenade kill (or kills) right off the bat! Also, the easy camping spots (on top of a bed, behind a fence, two houses with one open window) and the constantly-embroiled-in-explosions-and-gunfire Point B on Domination Mode made this place VERY popular.
* If you play ''[[Killzone]] 3'' multiplayer, expect to see Bilgarsk Boulevard pop up more than once. Why? It has miniguns on both ends to defend the boulevard, great sniper positions in the buildings, and the routes around the main road are usually stalemated with grenades and turrets, allowing Marksman and Infiltrators to sneak in and cause havoc. Basically, it appeals to everyone.
* In ''[[GoldenGoldenEye Eye Wii007 (Video2010 video Gamegame)|Golden Eye Wii]]'', expect to play a lot of Jungle and Outpost. Seeing as they're basically the only high-visibility maps with plenty of levels and indoor/outdoor play, it's justified. Try playing Sewer for a few minutes--your eyes will literally hurt from strain.
* In ''[[AmericasAmerica's Army]]'' 2, the vast majority of online servers ran the Bridge map. Possibly because it was a simple map with simple objectives. And on that map, Defense was the preferred team of choice, since all they have to do to win the round is prevent the other team from crossing the (narrow) bridge. Assault, on the other hand, only had a handful of minutes to make it across or they lost.
 
 
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** Newest courses Lost Seaway and Ice Spa now hold this role, partly because they're easy to generate pang on, partly because they're the two easiest courses to start getting very low scores (less than, say, -22) on.
** On the other hand, because of the way Season 4 calculates XP gain (giving bonus XP for playing on harder courses), four-player three-hole VS. games on Deep Inferno are now very popular.
* In ''[[City of Heroes (Video Game)|City of Heroes]]'', you can start in one of two zones: Atlas Park or Galaxy City. The marble block under Atlas always has at least 20 Level 1 characters hanging out underneath it, while Galaxy City is a dead zone. Even the addition of the Arena in Galaxy didn't help (and if anything hurt the adoption of Arena Mode). ''City of Villains'' seems to have recognized this, with everybody starting in the same spot (with an alternate starting contact 500 feet away patched in later), and the Rogue Isles' Arenas are ''literally'' abandoned, falling apart from disuse.
** As a result, a surprising number of players start in Galaxy for some peace and quiet.
** As of Issue 21, Galaxy City has been destroyed, and serves only as the tutorial zone for both heroes and villains.
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== Racing Game ==
* On ''[[Initial D Arcade Stage (Video Game)|Initial D Arcade Stage]] Ver. 2'', few multiplayer races were played on courses other than Irohazaka.
* ''[[Mario Kart (Video Game)|Mario Kart]]'' players tend to pick the basic "straight" courses in order to [[Game Breaker|Snake]] easily. Baby Park as well. The Wii version included bikes, which resulted in most people in always picking bikes over karts since bikes could wheelie almost anywhere to get a boost while karts can only boost from power sliding.
** Mario Kart (as well as other games that allow you to pick where you want to play in) also suffered from people who would refuse to play any track other than the ones they keep voting for. Rainbow Road (DS and Wii), Grumble Volcano, Figure-8 Circuit, Sky Garden and GCN DK Mountain are some of the the most voted tracks online due to them either being easy to snake on, have lots of straight roads so bike users can spam their wheelie ability, or is difficult for the general gaming public. If the difficulty is set to Mirror mode, expect nearly everyone to pick Rainbow Road or a similar difficult track just because of how hard it is; basic rule of thumb in stage picking is the harder the level, the more likely it will be picked just to weed out the players that are not good at it.
 
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== Real Time Strategy ==
* In ''[[Starcraft]]'', various versions of Fastest Map Possible, hacked maps that place whole stacks of resources mere pixels away from the start points.
** For the competitive players, there's usually one map that sticks out for overuse. First it was [http://www.iccup.com/mapinfo/iccup_lost_temple_2.4.html Lost Temple](so popular it showed up in [[War CraftWarcraft|WarCraft III]] as well, and has many [[Guide Dang It|strategy guides]]), then [http://www.iccup.com/mapinfo/iccup_python_1.3.html Python], and now it is [http://www.iccup.com/mapinfo/iccup_destination_1.1.html Destination]. The prevalence of this has led the [http://www.iccup.com/starcraft/ primary competitive server] to make certain maps give [[Rank Inflation|extra points]] for a week, to encourage players to play all the maps.
** Big Game Hunters (BGH) is a popular 8-player map (likely the only 8-player map you'll find being played, besides Fastest Possible maps).
* In ''[[Supreme Commander (Video Game)|Supreme Commander]]'' virtually all 4v4 games are played on Seton's Clutch; likewise almost all 2v2 games are played on Fields of Isis.
* Well over 50% of the custom map ''[[War CraftWarcraft]] III'' games on Battle.net are for ''[[Defense of the Ancients (Video Game)|Defense of the Ancients]]''. This ''map'' is so popular it's inspired several seperate [[Video Games]] (''[[Heroes of Newerth]]'', ''[[Demigod]]'', ''[[League of Legends]]'') and its own theme song ("Vi sitter i ventrilo och spelar DotA" by Basshunter).
** There are some people who got Warcraft III just to play the custom maps and have never touched the unmodded game.
* ''[[War CraftWarcraft]] II''. Garden of War.
* The Space Needle seems at times like the only map played on the ''[[World in Conflict]]'' public servers.
* In [[Age of Empires III (Video Game)|Age of Empires III]], finding a game that isn't on great plains is a challenge in itself.
 
 
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== Other ==
* [[Valve Software]], developers of ''[[Team Fortress 2 (Video Game)|Team Fortress 2]]'', ''[[Counter-Strike (Video Game)|Counter-Strike]]'', and ''[[Day Of Defeat]]'', recognized this trope coming into play in these games' original incarnations, where of the plethora of maps they packed with the game, only one map would see play on over half of the servers, with maybe two or three others rotating on some of the others, and custom maps taking up the rest. As a result, the one repeated professional criticism of their multiplayer games since ''[[Half-Life 2 (Video Game)|Half-Life 2]]'' has been the low number of included maps.
** To recap: Valve noticed this trope in effect and determined there were too many maps, reduced the number of maps to reflect the number that would actually get played, and then got complaints about too few maps. [[Unpleasable Fanbase|Just. Can't. Win.]]