79% because a specific troll is added to the average. I shall name no names, but I shall hold a grudge.
Yay, I made an average lower! Everyone agrees I'm a jerk, and this is the proof I've wanted.
Anyways, here's what I've planned for now (all names are tentative):
Map 1:
2P, LoS, Impact Site. 128 x 128. Basic map designed for a 1-on-1 match. Relatively flat map, aside from player's bases which have some natural cliffs protecting them. Identical mines means this match comes down to pure skill. As the name implies, there are lots of Conestoga wreckage decoration tiles (but no collectible wreckage).
Map 2:
4P, LoS, Faultline. 128 x (128 or 256). A standard 2v2 match with a canyon dividing the two teams into east and west. Many bottlenecks.
Map 3:
4P, LoS, Midnight. (Medium-sized map). Permanently dark 4P FFA. Player bases are far apart and have little/no natural walls, making them vulnerable to Starflare/Supernova sneak attacks.
Map 4:
6P, LoS, Divided Destiny. 256 x 256. A 6P, 2v2 or 3v3 LoS. Teams are divided into east and west by a large mountain. Bases have no natural defenses, but the mountain has several prime bottleneck locations. Controlling/fortifying the mountain is key to victory.
Map 5:
6P, LoS, Nowhere to Go. 128 x 128 or 256 x 256. A 6P FFA. This map is similar to Pie Chart in that each player has his or her own base "pocket". However, unlike in Pie Chart, there is no "outer" area: the only place to go is into the middle ground and other player's bases. The only way in or out of a base is through a long canyon.
Map 6:
6P, LoS, Global Warfare. (World map). Your average, run-of-the-mill world map. Very little open space, unlike in AtW/Axen's Home. Most of the map consists of mountain passes and tight canyons.
Feel free to make your own suggestion or modify these however you want.
Thanks for offering to help, everyone who has and will.
Oh, we're only doing LoS for now. There will be more later. These maps can probably be reused for other gametypes, though.