if you think when you place metal, and think hard, playtest, balance, and think again...
its usually a better map because players have to think to play well on it, and thus are more immersed in the game, and can enjoy it more, victory or defeat.
when its nominal, normal, or lazy metal distribution, the map becomes "typical" and the game becomes a "walk the same steps as the last one" map with nothing more than eyecandy...
prime example, my map, blacklake swamp.
there is NOTHING fancy about the metal, or the map, besides eyecandy.
is it played much? do people talk about it much as "such a good game" bla bla bla, no.
its just another run of the mill map with flowers on it..
if thats your intention to make run of the mill maps, so be it, GO FOR IT they are worthwhile too... but if you want to create something spectacular, think outside the box.
(I'm thinking EE but yeah)
Consider doing something like make the metal ONLY claimable from rubble on the map or rocks or something, and those rocks are underwater, in small shallow lakes where most constructors and units cannot go, that boats would have no point on... meaning your extractors are only units, con units, hardly defendable, mobile, and take some management... and MUST be escorted to the extraction sites..
THUS! you have to defend ALL sides of the resource "pools" and you can't take someone elses without force, amphibious, or specalized units like torpedo bombers.... maps with, thought, can be fun
