The Best Maps In Fire Emblem

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  • เผยแพร่เมื่อ 20 ต.ค. 2020
  • Thanks for watching friends. Make sure to share your thoughts in the comments. What are your favorite maps in the series? Why do you like them?
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ความคิดเห็น • 112

  • @crisovelot
    @crisovelot 3 ปีที่แล้ว +65

    What makes a map good
    -No same turn enemy reinforcements

  • @IWish2500
    @IWish2500 3 ปีที่แล้ว +49

    The battle at Tailtean in Crimson Flower I thought was fantastically done. I felt the ambiance and weight of the situation was well done, having to fight all 5 or so commanders was very sad but memorable
    Edit: I’m now realizing I’m mentioning more of the storytelling as opposed to the actual map design, but I still regard it as one of the best chapters in 3H

    • @elliotjohnston1283
      @elliotjohnston1283 3 ปีที่แล้ว

      Agreed

    • @maagic2031
      @maagic2031 3 ปีที่แล้ว +5

      Yeah, that one is definitely my favorite in Three Houses. There are much better designed maps in the series, I think every 3H map has really boring use of terrain, but I can't think of another map with as much emotional tension as Tailtean Plains, especially if you've played BL.

    • @Inzainex
      @Inzainex 3 ปีที่แล้ว +4

      Sometimes great atmosphere for a map is more important to me than the actual map's design. But that's just me.

    • @mythoughtsexactly2145
      @mythoughtsexactly2145 3 ปีที่แล้ว +1

      For such an iconic map, Gronder field is pretty boring.

    • @lunaxion8641
      @lunaxion8641 3 ปีที่แล้ว

      It's probably the only good map from 3H, every other one falls short.

  • @rayquaza5059
    @rayquaza5059 3 ปีที่แล้ว +30

    Can’t even really defend the choke points with paired up units the entire time on chapter 10, because towards the end Takumi pops the dragon vein and dries up the moat so you can walk anywhere. Love that chapter.

    • @gligurr
      @gligurr 3 ปีที่แล้ว

      GOAT chapter

    • @paperluigi6132
      @paperluigi6132 3 ปีที่แล้ว +9

      Conquest Chapter 10 in a nutshell:
      First half: "I can defend a little bit while moving forward"
      Second half: "RETREAT! RETREAT! EVERYONE, FALL BACK! GUARD THE GATE WITH YOUR VERY LIVES!"

    • @sonpham3438
      @sonpham3438 3 ปีที่แล้ว +1

      Also debuffs abd poison strike really prevents you from ranking with one unit

  • @GenoGar
    @GenoGar 3 ปีที่แล้ว +18

    I think there are a couple common points in a “good” map.
    1. There is a difficulty bump. Generally good maps are more difficult to contrast easy maps and with it requires more thought or preparation. This also makes it generally more memorable.
    2. There are multiple objectives. Good maps have more to do than just win. Common tasks are treasure, villages, rescue or recruit NPCs, shop, kill optional boss, etc.
    3. There are multiple win conditions. Opens more possibilities to victory, rewards proactive play if the player is willing. Usually comes in the form of Rout vs Kill Boss or Defend for X Turns vs Kill Boss.
    4. There is a consistent pacing turn by turn. Good maps rarely have “dead” turns. Defend chapters are usually common “good maps” because there is pacing built into the map itself with reinforcements spawning on specific turns. There is also a consistent flow with defend maps with a start, middle, and end. Fire Emblem in general can have moments of lull where some turns becomes a logistics simulator of moving units one by one vs having actual gameplay and combat. Good maps generally have very little down time and consistently has something interesting to do on each turn for each unit. This is why IMO FE4 maps don’t have outstanding or “great” maps in this sense.

    • @briannamcfarland5974
      @briannamcfarland5974 3 ปีที่แล้ว +1

      All great points, but especially about the consistent pacing. Before I played FE4, I would constantly hear people talking about how "big" its maps are. And I thought, that's great! I love the big maps in Radiant Dawn! But I didn't realize by "big", they also meant empty. There are so many stretches with nothing to do or just clumps of 3-5 enemies. And worse, since the chapters have multiple parts, you have to take your units back over the huge areas you already cleared. I love the concept of all the maps connecting to one another, but I really hope the map design gets overhauled in the inevitable remake.

  • @Ramza998
    @Ramza998 3 ปีที่แล้ว +25

    Elincia’s Gambit is my personal favorite map of all time

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว +1

      Hell yeah, same dude! I like Dragon’s gate from fe7 and chapter 4 of thracia

    • @lhkatti8022
      @lhkatti8022 3 ปีที่แล้ว

      Same it's such a memorable map

    • @timetaker7816
      @timetaker7816 3 ปีที่แล้ว

      Ch 4-4 is pretty cool. It ends up splitting up your mounted units immediately, and despite having flying mounts would make it a ton easier they would be better utilized in ch 4-3. Its a nice tradeoff to see.

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว +3

      Elincia's Gambit is a bad map. If you play properly you can just send in Haar and kill the boss easely. Sure you miss out on some stuff, but the items of the chapter are pretty negligable overall.

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว +1

      @@vanjagalovic3621 I dunno, I like dracoshield on Titania. And it’s also just more fun to play it legit and finish on turn 12 so you can send the brave lance to the greil mercs

  • @kevinskyssandbox7610
    @kevinskyssandbox7610 3 ปีที่แล้ว +28

    My favorite maps have always been those that prioritize being cinematic and memorable instead of being balanced. The two perfect maps that exemplify this in my mind are Chapter 4: "The Dungeon" from Thracia 776 and Ch. 21: "The Demon Dragon Kranion" from Tear Ring Saga. The Dungeon is incredibly difficult and can be extremely tiring if you try to get all of your equipment back while also saving all the NPCs and protecting yourself. I remember that at one point I had Fergus, Leif, and Machua all trading a single sword back and forth in order to fight off guards. Just imagine that, these three people who have never met before tossing a sword from one to the next in order to escape a prison. So cool! As for the Tear Ring Saga map that I mentioned, you're only allowed to bring 6-7 units. You eventually find yourself in the middle of an abandoned castle ruin, and you the walls are surrounded by hordes of zombies and ghouls summoned by shamans. The enemies are practically cannon fodder, but they outnumber you 100 to 1. It's simply one of the most memorable maps because you get to watch this tiny team of yours fend off against seemingly impossible odds as they cut down monster after monster. It's not balanced in the slightest, in fact, this map is easy as hell. But who cares?!? It's unforgettable!

  • @sparkybolt2085
    @sparkybolt2085 3 ปีที่แล้ว +11

    I'm playing Radiant Dawn for the first time and I have to say that Elincia's Gambit (part 2 endgame) is easily one of my favorite maps in the series. My first exposure to the map was through a Fates DLC, but the map itself in RD is so much more fun. Even cheesing it with Haar is tricky since the boss is surrounded by enemies and some thunder mages. With your canto fliers, you are able to do hit and run tactics then dance for more. The allied healers with physic were really helpful. I enjoyed Elincia's utility as both a combat unit and as a healer. Having her take out the boss half way through the battle, after having Haar and siege tome chip him, was very satisfying. The map is overall very fun and it is a perfect example of how useful canto is.

    • @sidharthbommineni7780
      @sidharthbommineni7780 3 ปีที่แล้ว

      It was fun as hel

    • @silas3839
      @silas3839 2 ปีที่แล้ว

      I really love to rescue-drop green Archers above the left Stair and just let them gun down the Reinforcements

  • @NothinButRock
    @NothinButRock 3 ปีที่แล้ว +8

    One of my (thematic) favorites is Awakening Chapter 10, but not so much do to the gameplay, although the enemy stats decreasing over the course of the level is a neat little gimmick playing into the tone of the chapter. I love the music from that chapter and that it plays the whole time, even when you go into battle. I think it really makes you feel the weight of what just happened, and how the Mustafa isn't really a bad guy, and his how his soldiers look up to him and will fight for him, even if they don't believe in killing the Ylisseans.

  • @nadnap
    @nadnap 3 ปีที่แล้ว +7

    You bring up some solid points but it seems like most of your favorites stem from narrative weight. All 3 maps you allude to come at a climactic point in the narrative, and while important, I don't think it is the best way to evaluate a map. IMO the best maps consider the following: Design (aesthetic and objectives), anti-turtle (what forces you to move?), gameplay/story integration (do narrative and gameplay reinforce each other?), difficulty (is it challenging and fair), action (is the map fun and engaging turn-by-turn), and replayability (does it offer something for the player each time they revisit it?)

  • @l.n.3372
    @l.n.3372 3 ปีที่แล้ว +10

    Although it's likely among the most disliked, my favorite 3H map is actually Chapter 13: hunting by daybreak. I know people dislike the lack of the menu preparations screen. But for me, that first playthrough made me realize that this was a serious tone shift in part 2 for the war, and now things were finally getting dangerous, and chapter 13 set it up perfectly.
    Perhaps it's also because Blue Lions was my first route, but the game play and story integration was absolutely perfect in chapter 13. Chasing daybreak starts to play as Dimitri and Byleth appear alone against a gang of thieves. It seems the odds are against us, our backs against the wall. We didn't have time to prepare, and now we're stuck. Only for the former students to appear and help us out. The grand reunion that Dimitri himself didn't even expect.
    This map is also most difficult on AM (no free flying Claude or Seteth) so Byleth might be your only flier at the start of the map. It just really emphasized home that this was a true test of your skill, your units, and your ability to plan a few turns ahead to ensure that Byleth and Dimitri are safe. And I loved it, and continue to love it. Even on other routes. And yes, even maddening lol.

    • @hexmaniacciaran
      @hexmaniacciaran 3 ปีที่แล้ว

      The only thing I dislike about that map is if you’re doing some NG+ run with lots of recruits you’re punished for not using your house units but it’s a great challenge

    • @l.n.3372
      @l.n.3372 3 ปีที่แล้ว

      @@hexmaniacciaran
      Well, the map is beatable with just Seteth/Claude/Byleth or Dimitri. So you don't need to force yourself to train the in house units if you don't want. Blue Lions is my most replayed route, and I usually try to get as much done with Byleth and Dimitri before Ashe and Gilbert even pop up in the upper left corner.

    • @naiRISE766
      @naiRISE766 3 ปีที่แล้ว +1

      Yeah for me I love Hunting by Daybreak because once you get pass chapter 3 in maddening the only thing that is in your mind are "prepping for Hunting by Daybreak" whether by putting lots of stat booster for Byleth so she can solo the entire thing or whatever. It feels so good to see everything you planned for the entire game paying off.

  • @alainlaroche573
    @alainlaroche573 3 ปีที่แล้ว +3

    The things that make defense maps good are that it forces you to spread your units (a lot of map consists of moving all your unit in a bunch and killing enemy little by little which is sometime boring), they have a lot of tension because of the instant defeat condition and they can easily include story event since they are based around surviving a set number of turns (like when Geoffrey appears with the royal knight during Elincia’s gambit or when the greil mercenaries show up during 3-13)

  • @g.n.s.153
    @g.n.s.153 3 ปีที่แล้ว +2

    My favorite map is a defend map with Fog of War and reinforcements. It's Last Hope from Sacred Stones. I love how I have to manage threats, aim for the nice loot in the chests while having a small quad making their way to Riev.
    I also love chapter 17 of AM and VW, the 2nd battle at Gronder Field. A large map with 2 armies to face and you have to try to defeat them yourself or they'll become even stronger. With some big threats like Petra and Hilda that you have to play around, it's always a blast for me to play through it.

  • @bobchipman4473
    @bobchipman4473 3 ปีที่แล้ว +3

    Chapter 7 in FE6 is maybe one of favorite maps in any of the games i've played. Its pretty hard since the enemies are very aggressive while being very strong and tanky and you have to be very aggressive as well or else Zealot and his gang will get overran. Not to mention that it just has a very epic feel to it as you are storming the outer walls of Ostia in a desperate offensive against the clock.

  • @DoTtA1123
    @DoTtA1123 3 ปีที่แล้ว +7

    Battle before Dawn is amazing! I love the preceding story and how it effects the gameplay. I used to think it was a little B.S how random Jaffar's survival was, but it makes sense considering the huge sacrifice he was making for Nino. It's FE4-esque with the multiple story threads interweaving and still having an ultimate objective. I like the Fog of War also, Ursula and the crazy strong Paladin are cool bosses also.

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      I was originally gonna disagree, but I’m realizing it’s been a while since I had to reset for Jaffar. Once you know how to use Ninian properly and recur her forward you can get to Jaffar by like, turn 4

    • @DoTtA1123
      @DoTtA1123 3 ปีที่แล้ว

      @@Bunnymafia8150 Yeah it's definitely not impossible or anything to get to him rather quickly, he has good avo and can live for a few turns anyways. I've had crazy RNG with him sometimes though. One time he went further north to where the chests are and killed one of the thieves that stole the Brave Lance so I lost it.

    • @javiermoreno5898
      @javiermoreno5898 3 ปีที่แล้ว

      I think it is a great map in anything except for H hard mode, you depend so hard on RNG, and can only realistically do everything for you if your army is good enough or set up in a way (IE need for Paladins and Falconknights) but the urgency with Zephiel, trying to get to the extra chapter does bring some excitement. It brings fond memories but man those RNG screws are tough

    • @alainlaroche573
      @alainlaroche573 3 ปีที่แล้ว

      The story telling of the map is really well done, but I feel like they really failed with the fairness, iirc there’s a chance that zephiel dies before you can reach hin.

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      @@alainlaroche573 the fighter that attacks him only has an iron axe though, he’s got around 15-20% hit. And that’s before considering it’s 2RN. I agree the chapter is RNG reliant, but it’s not that bad once you look at the numbers

  • @IWish2500
    @IWish2500 3 ปีที่แล้ว +3

    The reason 3-13 is memorable for me is the defense chapter is fantastic, but Ike’s intimidating presence scared me to no end. My first time playing I was terrified he was going to move and start challenging my units

  • @crocworks
    @crocworks 3 ปีที่แล้ว +2

    My favorite map of all time actually is Chapter 14 of Thracia, "Open Fire" because of the side objectives. It's the first defend map in the entire Fire Emblem series and I think they nail it. Sure, it's got fewer choke points than some of the later defend maps, but you're also up against ballistae outside the walls and you want to sally out and try to snipe those if you can. ESPECIALLY because there's a special house that you want to get Deen to for his unique lance. And Deen is a wyvern rider, so you absolutely need to clear the way of ballistae before you send him out. You've gotta be quick to grab everything on that map before your time runs out... or before you get ambushed by the only hostile green units in the series.

    • @FunkyTheCat__
      @FunkyTheCat__ 3 ปีที่แล้ว +1

      Yeah, that map was pretty cool! Thracia had some pretty good maps tbh

  • @chrisbasham729
    @chrisbasham729 3 ปีที่แล้ว +1

    One of my favorite maps is Chapter 13 from FE6. Not only is the narrative of the map interesting but you have two huge bridges being blocked by strong enemies you have to cross while later dealing with the threat of Paladin reinforcements picking off your backline.

  • @nosferatank
    @nosferatank 3 ปีที่แล้ว +2

    Conquest Chapter 10 is easily one of my favourite maps in the whole series. Went in completely blind and once Takumi hit that dragon vein I knew I was screwed. Defend maps are definitely some of my favourites, though that one escape map from the FE3H DLC is a close second for me. From what I know, it's pretty divisive in the community, but I love how "new" it felt, and while it was pretty rough, I honestly loved it.

  • @smasher1237
    @smasher1237 3 ปีที่แล้ว +1

    3-13 was cool because it gave Meg and Fiona a job to do (blocking ledges). I really liked that one ally unit near the middle who helped out by just standing in the way the whole time.

  • @martiniinaglasspro5502
    @martiniinaglasspro5502 3 ปีที่แล้ว +2

    In general defend maps are just really good. Average FE game has about 25 chapters and out of those only a handful of defend maps. They show your growth as a player in a different way then a rout, boss, kill or seize where your noticeable growth on those objectives is how low your turn count can go. However defend maps push at you with overwhelming numbers that your not supposed to be able to fight head on. In my first playthrough of Chapter 8 of FE9 I held up inside the castle while the enepoured in from all sides but going back now, even on hard mode i know now how to better utilize my units and successfully clear the map that i initially wouldnt have thought possible to do. In general defend maps are just satisfaction incarnate for me.

    • @NoNameTheFirst
      @NoNameTheFirst 3 ปีที่แล้ว

      Yeh, Chp 5 and 8 of PoR and that one Part 3 chapter in RD where you first get Reyson are examples of maps that reward units for playing offensively in defense maps

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      Dondon would like to know your location. Jokes aside I agree as long as you don’t play like a wuss and disarm people in chokepoints, I had WAYYY more fun with chapter 14 of thracia when I rushed out there to kill stuff

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว

      @@Bunnymafia8150 Yeah, but DonDon says that most defend maps are pretty boring if you don't go for the side objectives and just wait in the chokepoints. It's just that most defend maps don't test you on your FE skills like a seize maps does and instead just test your turtling skills.

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      @@vanjagalovic3621 that’s what I was saying. I was saying that chapter 14 is more fun when you don’t have Finn, Fred, and Glade all sitting on the chokepoints. Going out to capture the physics, getting nosferatu, and getting the dragonpike are more fun.

  • @johnnymind4151
    @johnnymind4151 3 ปีที่แล้ว

    Good maps in my opinion come from: good narrative that is actually shown in the maps
    themselves; a sense of urgency that make you keep on your toes;
    happenings that spice the action up; the possibility of using the
    resources at your disposal to succeed; no uncounterable bullshit, like
    same turn ambushes.
    Those maps that you've talked about are quite good at doing so, but a different kind of map worth mentioning is Cindered Shadows Chapter 4, Danger in the Dark, which is really different compared to defend map, but certainly meets those requirements in my eyes.

  • @chillinon3263
    @chillinon3263 3 ปีที่แล้ว

    The Hero of the West from FE6 is my personal favourite.
    It gives a lot of valid ways to approach the situation (do I walk the long route to get into town? Do I try the breakable wall to have a more direct yet risky path to the boss? Do I use my new dancer to facilitate some very efficient rescue drops over the wall with my flyer?) and is filled with villages which is always exciting to see as a player, the story also gets progressively more intense as turns go by with both Klein and Thea showing up to stop you with their own squadrons of archers and pegasus knights as they've been lead to believe that your army is allied with pirates, and to top it off, the boss begins to order brigands to swoop in and destroy the villages so you really feel the pressure to race to everything quickly.
    I'm probably not doing it justice, but all together it just becomes a very satisfying and potentially extremely rewarding map to play as you can net yourself good handful of promotional items which are so clutch in FE6 especially.

  • @ProfessorBopper
    @ProfessorBopper 3 ปีที่แล้ว +5

    I think a lot of fun maps have these qualities: side objectives that force the player to gets a little risky (saving villages, stealing items) and also give the player a variety of choices with distinct pros and cons. If you look at chapter 15 in FE7 Hector mode, you can huddle around the throne and win, but you lose out on the silver axe and mend staff from the chests and the dracoshield from the boss. If you go for those items, you face much greater risks than if you turtle, but greater potential rewards. Many chapters, especially route and seize chapters in easier FE games have this problem where there usually isn't much of a drawback to turtling through them other than taking more real-life time (all of this is just about gameplay; story integration is an entirely different matter).
    I actually really don't like chapter 14 in Three Houses, purely because of the pegasus knight reinforcements. They're way, way too dodgy. If lance prowess 5 were taken off of those reinforcements, I think the map would be better.

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว

      Yeah, but because of the poor enemy quality in FE7 even without any of those items you aren't losing out on much, besides the dracoshield as it goes nicely on Marcus.

  • @majikalmcmuffin6258
    @majikalmcmuffin6258 3 ปีที่แล้ว +1

    path of radience chapter 11 is my favorite bcs it demonstrates fire emblems unique blend of story with gameplay, its too easy nowadays but i can still appreciate it.

  • @LotteYanson
    @LotteYanson 3 ปีที่แล้ว

    I love Conquest Chapter 10 for the exact reasons you stated. Another defend map I Love is Chapter 20 of Thracia. It kept me on my toes the entire time and made me think outside the box in terms of unit placement. A non defend map I love is Chapter 21 of Binding Blade. I know it’s one of the hardest in the game but it honestly felt fair to me. Just have a couple archers and wind times and those Wyvern riders are as good as dead.

  • @kyusimp6171
    @kyusimp6171 3 ปีที่แล้ว +3

    What exactly do we count as a map? I really enjoyed chapter 22 of Azure Moon, but that was mostly because of the boss and how it fought, while the same map in Verdant Wind isn't as good. I've noticed this a couple times, but there aren't many maps that do pressure well. I find a map most fun when it's a pressured offense. Like a turn limit or that boss attacking constantly. Now I've only played Fates and 3H, but that Fates map mentioned? I hated it because I felt like I just wasn't in control. Maybe I just suck at the game (I mean, I can beat 3H on maddening and can't beat Birthright on Hard so maybe I do). Anyways, I love maps that force you to move forward and have a couple routes to do so. It has you planning which enemies to agro, how to move quickly. I've found these maps force you to take some risky strategies more often than normal while not feeling as chaotic as Fates Conquest 10

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว +1

      CQ10 is pretty chaotic at first, but as you play it more and more you see how it's a pretty carefully designed map and not nearely as hard as it seems at first. You pretty much need to play it aggresively and carefully plan out how you position you units. At first it might seem poorly designed, but if you look closely you'll see how it's a very well designed map.

    • @kyusimp6171
      @kyusimp6171 3 ปีที่แล้ว +1

      @@vanjagalovic3621 Yeah I think that's my issue with Fates, I think it's a much more aggressive game than Three Houses. Or I dunno, just feel like I need to play it in a different way that throws me off enough to have trouble on Normal

  • @shewithwings
    @shewithwings 9 หลายเดือนก่อน

    the contempt with which u said "balanced" was hilarious

  • @VanguardJohnson
    @VanguardJohnson 3 ปีที่แล้ว

    I think what makes a good map is added gameplay mechanics to the normal rout or defend or beat boss or escape. Like FE7 endgame had interesting door mechanics, CQ pots or maze to fight sakura or wind one or the one with the foxes, cindered shadows with the running away

  • @Kakashi10ist
    @Kakashi10ist 3 หลายเดือนก่อน

    hi, a fire emblem video with cgrono trigger music as bacground. This might be the most awesome thing.

  • @jefff6007
    @jefff6007 3 ปีที่แล้ว

    what is the song playing at about the 6 minute mark?

    • @jefff6007
      @jefff6007 3 ปีที่แล้ว

      it's from Chrono Cross, isn't it? I know I recognize it

  • @giraffedragon6110
    @giraffedragon6110 3 ปีที่แล้ว +1

    I like levels that give the units that are available use or utility. The terrain shouldn't make half of your roster (or more) unviable. I like levels that incentivize diversity in your units or clever placement of said units. It's just that I've noticed that most FE games incentivize the following
    reliable 1-2 range (mainly to stick it to archers and other units with 2 range) especially in late game when your units are likely to turn into mini-platoons in their own right
    mounted utility (this in and of itself encourages riskier plays with the abillity to "rescue" units, canto in Telius, some games have a fair share of expansive maps even when in lockdown scenarios)
    usually a weapon preference that most foes have

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว +1

      Oh yeah, I think how the utility of swords flip flops between games is a good example of how the enemies favor some weapons, or how a weapon type can make a unit good. For example in fe6 swords are great because of accuracy and the abundance of axe users.
      In fe4 and fe5 they’re good just because Kaga like swords I guess, with fe4 having them be light as a feather, and fe5 having busted magic swords.
      Meanwhile fe7 and 8 are so 2 range dominated to the point where Joshua is useless just because of his class

  • @charleouel9012
    @charleouel9012 3 ปีที่แล้ว

    Overall I would say your theorie is pretty good perso my fav type of map are deffence map even bad one are interesting to me since form what I recal I like Retreat, Elincia's Gambit and Road to the Empire too (tho I could be wrong it been a long time since I played RD)
    Still I think not alwas the casse one of my fav map is probably "The Protected" Sacred stone second map I think...
    God it a fun tutorial map like if you want to do a tutorial that how to do it you will learn the game for sur whit a map like that (ok could have put some more intro like how flyer can go over montain and rescue I am not sure there is any tho I think it done in the pre map form what I recal Vanessa say she can rescue Ross but am not sure 100%)
    Still I really like "The Protected" super underated not alot of ppl talk about it form what I saw out there.

  • @MrWhatcat
    @MrWhatcat 3 ปีที่แล้ว

    Maybe I'm weird, but I really enjoyed Danger in the Dark from the 3H DLC. Having a map with am insurmountable enemy and a set of goals to meet was really fun, and it did a lot of things that you mentioned, like forcing you to take risks and use resources. Part of it is just the map design in comparison to the rest of 3H too I think

    • @cartooncritic7045
      @cartooncritic7045 3 ปีที่แล้ว

      DitD is the first chapter where you can use the Ashen Wolves, correct?

  • @Silith13
    @Silith13 3 ปีที่แล้ว

    FE 1/11 Chapter 10. Having to push into the fort to get Maria before Minerva flies around is quite a fun objective that pushes you on but you can't do it too hastily.
    FE12 almost all the chapters that weren't in FE3. They are usually small and short. To the point with a clear design philosophy.
    FE5 Chapter 4 the start of the munster arc has a unique vibe to it. Though I can see it being hell if you don't know it's coming.
    FE6 chapter 7. Pretty much for the reasons you stated before. It's hectic and you got to do just about every move well. And you need to use all your deployed slots to get through it relatively easily.
    FE7 chapter 19/20 (depending on mode) Dragons Gate is an excellent map. Side objectives force you to push forwards without anything annoying in the way like rain/fog/desert.
    Fe8 chapter 5. And odd favorite of mine. Again multiple objectives that force you to move. And it's not too long.
    FE9 Chapter 11. blood runs red. Is an odd one. It's a chapter where planning ahead to get just a bit more out of it. And getting all the houses and maybe leaving some of the vigilantes alive pays off. It's not a complex one blind but when you get it just right it's so satisfying.
    FE10. Oh gods. Elincia's Gambit and 3-13 stand out but I got to give my props to the Dawn Brigade overall. Every chapter you play with them you can feel that they are technically not professional soldiers. They are always up against the odds and it makes it feel more desperate. But not in an unfun way. It just means you got to use the enemies flaws against them. Like with Ledges and Chokepoints against the 1-range only Laguz. Spamming them with ranged attacks to get their gauges down.
    TRS. Chapter 26 B. My absolute favorite among any FElike chapters. Coming right after the awful chapter 25 it's such a complex map. Trying to get around the dark room with longbow archers inside while getting the boots chest in time. And making sure that the traitor both doesn't kill you or the other way around so you can save his girlfriend and then get her to recruit him back to your side. It's amazing. A real highlight of that game.
    To me a good chapter has a good design where every turn matters. If you can turtle up and bait n switch the enemies, it's no fun. If it involves large swaths of just walking forward or having a bunch of enemies suicide in a javelin/handaxe unit because they're total pushovers that get in the way otherwise, it's no fun. Make us want to move forward and in a time sensitive manner.

  • @Milkysponge
    @Milkysponge 3 ปีที่แล้ว +1

    People really hate on the dawn brigade sections of RD but in my opinion they have a ton of really well designed maps. Prison Break, A Gathering Hope and A Reason to Fight are some of my favourites (especially with yellow units set to sit in the corner of the map and maybe set to roam every time you need desperate physic heal). I much prefer the challenge of having to use a full cast as you outlined, carefully consider positioning, manage resources and react to time pressures. For this reason I actually disliked most of GM's maps in RD since a handfull of Ike's godlike crew can crush most of them in a braindead way - though I do love River Crossing becuase it appears before you really have an oppertunity to overinvest in certain units. Generally I think the inclusion of BEXP adds a lot to each map In RD in the background by giving an accessible, tangible reward for completing maps quickly, I prefer this to a rating system which doesn't appeal to the average player as much. I wish IS would take a look back at RD and realise just how successful having a lot of maps that utilise unconventional objectives that break the general FE formula was.

  • @tellierbop
    @tellierbop 3 ปีที่แล้ว +1

    Fe4 in general is my fav map

  • @Lilablutz
    @Lilablutz 3 ปีที่แล้ว

    I never play chapter 14 in three houses passively. I stride flyers to take out the archers and take out as many as I can nearby

  • @megalaplace4414
    @megalaplace4414 3 ปีที่แล้ว

    For me I like maps that hold weight to them story wise. For example since I’ve only played fe3h I’m gonna go with grounder field, most specifically in VW, in AM there’s no reason to fight Claude other than the game saying you have to do that’s just stupid, and in CF youre on the side that started this war, you can talk about the ends justifying the means and stuff but at the end of the day you’re on the side that started the war, the other sides are defending themselves from retaliation. But in VW your thrust into a war and now there’s a clash of classmates in the same place the mock battle of the same style happened, you see edelgards determination to win this war no matter what, you see how dimitri is trapped in his own insanity, even until his death after the battle. This is just made even worse if you didn’t recruit anyone so you see your former students from other runs, who’s lives and struggles you know of and now you must kill them

  • @papersonic9941
    @papersonic9941 3 ปีที่แล้ว

    By "Chapter 14 on all routes is great except in Crimson Flower" you mean you don't like it in CF or that it is Ch 13 in CF?

    • @alphmain2278
      @alphmain2278 3 ปีที่แล้ว +2

      It’s because chapter 14 on those 3 routes are the same but not CF, so he is talking about that specific map

  • @imdvs7506
    @imdvs7506 3 ปีที่แล้ว

    Fe6 ch7 is a favorite of mine

  • @absoul112
    @absoul112 3 ปีที่แล้ว +1

    To be completely honest, I've never heard someone call a map "balanced"

  • @cartooncritic7045
    @cartooncritic7045 3 ปีที่แล้ว +1

    I’m actually not that big a fan of 3-13. It’s okay as far as defense maps go, I suppose, but the fact that only a handful of DB units are that useful and there’s a chance some of the better players like Zihark or Jill might have left that group entirely, it all just leads to you putting all of your jacked units up front to choke ledges while the squishy guys stay in the back and let the NPCs work the ballistae. It’s nothing special to me. 2-E is really good, though.
    I agree that Conquest 10 is great, but I actually think that whole beginning stretch of Conquest is very well-designed. I know tons of people would rather just Heart Seal Jakob to Paladin and let him wreak havoc, but I really like that Conquest 7 can be easily stomped with Silas in VoF-mode and a Speed level as well as smart positioning with Arthur and Effie, or how Chapter 8 can be cleared in 4-6 turns while getting everyone the support points/EXP they’d want for the next couple of chapters, etc. Conquest’s early-game is just really good in general.
    Another favorite of mine is Cog of Destiny. I can’t explain what it is about that map that I like so much, but I guess I really like how it’s another one of those maps that puts your knowledge of the mechanics to the test without being outright unfair like some of the “hard” maps in FE7 can be sometimes. Chapters 16 and 21 of FE6 are also pretty cool for similar reasons.

  • @Rengor1997
    @Rengor1997 3 ปีที่แล้ว +7

    Where the hell are you looking that 3-13 is one of the best maps.
    An example of a great map by comparison is New Mystery ch 8 with how it balances out multiple directives with an actual end goal and powerful enemies threatening to block you in. CQ chapter 10 optimal strategy to make it the easiest is basically just turning it into a rout map so past first run where the map baits you into defending in the middle and then screws you over for it. If you start treating it like a rout map it's way way easier. I'd argue it makes less units useful than usual due to the heavy rout emphasis turning people into pair up bots.

    • @Zoran501
      @Zoran501 3 ปีที่แล้ว +3

      Being a trap is part of what makes conquest 10 great, though. The design ensures that first-time players will have a memorable experience, and yet it rewards mastery of the game's mechanics.
      I disagree with the idea that pairing up is especially useful for routing the map. Enemy quality is pretty low, so you can get many clean one-round-kills with dual strikes, even with the weaker units.

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว

      @@Zoran501 I think Rengor is just salty the map doesn't end after you kill Takumi.

    • @Rengor1997
      @Rengor1997 3 ปีที่แล้ว

      @@Zoran501 By that logic the Petra/Bernadetta paralogue is an amazing map because the objective changing ensures that first-time players will have a memorable experience, and yet it rewards mastery of the game's mechanics.
      Overall pair up contributes to being able to take on enemy group to enemy group without pause as well as to benefit from the +5 crit avoid on top of the fact pairing up gives stat boosts directly leading to ORKOs. It is however the last CQ map I'd consider to have good enough dual strike incentives.
      Also these days I believe takumi draining the water is beneficial as it allows you to rotate units and catch the pegs easier, which just goes to show how backwards the map design becomes when you pull out the wrong brick in the jenga tower.

    • @vanjagalovic3621
      @vanjagalovic3621 3 ปีที่แล้ว

      @@Rengor1997 I'm pretty sure CQ chapter 10 doesn't lie to you about the objective, unlike Petra's paralogue, and instead gives you more flexibility, but OK if you think both maps are equally bad.
      Also while the water draining can help you catch pegasus knights easier it still gives enemies more ways to approach you and you cant't choke the points as well any longer. But that's more of a subjective opinion.

    • @Zoran501
      @Zoran501 3 ปีที่แล้ว

      @@Rengor1997 Petra/Bernadetta is completely different. That’s just a lie that costs you Divine Pulses. CQ 10’s “trap” is that you end up scrambling to save your position, and that’s what’s thrilling. The obvious way to play it is suboptimal, but it’s comfortable at first, until you’re forced by circumstances to play differently.
      If you are taking an aggressive approach and you’re still having trouble intercepting the sky knights before they get over the water, you’re almost certainly pairing up too many units and therefore losing player phase actions.
      Attack Stance has its own stat boosts (including +10 hit minimum) and allows for many more one-round-kills with physical 1-2 and other restricted weapons.

  • @phoenix5054
    @phoenix5054 3 ปีที่แล้ว

    I liked all the chapters in Three Houses Abyss DLC except the one with golems.

  • @TazTheYellow
    @TazTheYellow 3 ปีที่แล้ว

    I like how the first half-minute of this video is just you saying "bAlAnCeD".

  • @NoNameTheFirst
    @NoNameTheFirst 3 ปีที่แล้ว +1

    I say there are a few attributes that make a good map:
    - As you said, using multiple resources at your disposal. Simply sending an OP unit to clear up the map is boring.
    - Pressures the player to move quickly to complete mandatory objectives and/or to obtain optional rewards (villages, chests, defend/recruit a unit)
    -Rewards well-thought out strategies while not overly punishing mediocre ones. Often this can be done with turn-limits for gaiden chapters or reinforcements for players who turtle.
    I actually didn’t think people like 3-13 in RD. I personally don’t think it’s a good map. I think False Friends is a good example of a well-designed map even though it is not one of my favorites. From the same game, I do think Dragon’s Gate is a good map.

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      I think chapter 4 of thracia is a great example of givong a lot of tools to deal with the chapter if you know what you’re doing. Such as wrath on Brighton, 5 pursuit critical on Fergus, the option to bring the fire sword and brave axe, and capture baiting make Manster not absolute hell

    • @NoNameTheFirst
      @NoNameTheFirst 3 ปีที่แล้ว +1

      @@Bunnymafia8150 I have yet to play Thracia. I was waiting for years for a good English translation. And finally when we got one I was just so busy and one thing led to another. Now that things are chill for me, I’m gonna play it!

    • @Bunnymafia8150
      @Bunnymafia8150 3 ปีที่แล้ว

      @@NoNameTheFirst Hope you have fun! I recommend checking out Mekkah’s spoiler free guide so you don’t miss gaidens and stuff. Because there’s no way you could figure out how to unlock 8x without a guide lol

  • @benjip7414
    @benjip7414 3 ปีที่แล้ว

    I think good maps have interesting terrain without it becoming annoying or the entire focus of the map.

  • @lpktf2player
    @lpktf2player หลายเดือนก่อน

    i actually enjoy battle before dawn (im not trying to be different i swear)

  • @xeratovildan9871
    @xeratovildan9871 3 ปีที่แล้ว +2

    obama.

  • @javalapa8952
    @javalapa8952 3 ปีที่แล้ว

    Am I the only person that never lets the green unit in chapter 14 reach the ballista? I find setting everything on flames just make it more annoying. My tanky units can bait in the reinforcement pegasus knights, and then my archers murder them. Then once I'm set, I use Stride and bum-rush the boss /shrug

  • @blankblank6214
    @blankblank6214 3 ปีที่แล้ว

    The best maps don't waste unit movement

  • @brendanirvine6088
    @brendanirvine6088 3 ปีที่แล้ว

    Currently playing Conquest for the first time... Been stuck on Chapter 10 for ages. I've thrown myself against this map dozens of times to no avail. Not a favourite.

  • @xxrepresent
    @xxrepresent 3 ปีที่แล้ว +1

    The information you present and the main points of your analysis are interesting, but you have weak pedagogy which makes attentively listening to you tedious. I think it would greatly benefit the quality of these videos if you wrote a script. Just my opinion, I still enjoyed this video

  • @StrawberryDreemurr
    @StrawberryDreemurr 3 ปีที่แล้ว +2

    Girlfriend’s over, so I can’t watch this now. Best believe I’m watching it later though. Love your content, and I especially love your views on maps.

  • @andrewnieto5549
    @andrewnieto5549 3 ปีที่แล้ว

    For starters no Lava maps. Most desert maps are shit. Anything that significantly slows you or has anything like the lava spurts on the ground after every turn are annoying. Nothing with bullshit cross the map in a few turns to save a village. Just a few things I think make a map suck.

  • @nando9991
    @nando9991 3 ปีที่แล้ว +1

    chapter 10 conquest is universally loved? guess im a minority cause that map god awful and i hate it every time, its not a fun chapter at all

    • @fantasywindofchange6568
      @fantasywindofchange6568 3 ปีที่แล้ว +2

      Nah i love that ch bc you need a big brain but not that hard to learn tbh

    • @cartooncritic7045
      @cartooncritic7045 3 ปีที่แล้ว

      Learn to send a Nos tank to eliminate Takumi before he pops the Dragon Vein by Turn 5. That makes the rest of the map much more manageable.

    • @nando9991
      @nando9991 3 ปีที่แล้ว

      @@cartooncritic7045 or i could not play conquest cause its a shit game with terrible maps c:

    • @cartooncritic7045
      @cartooncritic7045 3 ปีที่แล้ว +2

      @@nando9991 It has better map design than most games in the series, especially compared to the rest of the 3DS era.

    • @fantasywindofchange6568
      @fantasywindofchange6568 3 ปีที่แล้ว +1

      @@nando9991 being bad and unable to understand how to make a proper strategy in a strategy game doesnt make it bad in terms of maps or enemies in it

  • @voltron77
    @voltron77 5 หลายเดือนก่อน

    No fe6 footage, this video is irrelevant.

  • @paperluigi6132
    @paperluigi6132 3 ปีที่แล้ว

    Unironically, 3-13 of Radiant Dawn is one of my favorite defense chapters, purely for the theme of it. You've spent more time with the Greil Mercenaries, and they're souped up to the best you could do. Then, on Chapter 13, you fight them. You fight the monsters you created. All that time fighting against Daein? Now you're experiencing it from the other end. It's a good way for you to experience what the enemy army is feeling. Also on how the Dawn Brigade isn't really that strong on most runs. While it is really annoying, it helps drive home the feeling that your back is against the wall, since Daein is being drived back by Begnion from outside and from within, and on how Micaiah doesn't really want to hurt the Apostle's army, since they're probably Daein's only hope on surviving the blood pact.