"to clarify... im making maps to BETTER AID the public in general. Id like to see some good maps out there that are not only fun, but include a wide variety of skill...."
That's my main reason for mapping; show people a good map so that there's more variety on B.Net. And the compulsive, incomprehensible urge to
start maps(finishing them is all on my own.. no urge for that).
"You seem to have a good grasp at why people don't like RPGs, you should be able to use that understanding to make a good one."
Damn... I was hoping to say that first...
"So, in conclusion, make a mini-game! They shouldn't be any harder to make than a bound!"
Depending on how it plays, a Mini-game could be the hardest kind of map to make. It all depends on what you do. Though, yes, Mini-games are good. In fact, Mini-game is my second vote; I most want an Rpg, next most Minigame, then defense.
"-repetetive quests...
-LONG dls...
-LONG games...
-complexity issues (too simple / too hard to understand)...
-dissapointing storylines...
-dissapointing endings...
-no rewards for completion of the map...
-replayability is low (beat it once, and you're done)...
-fun factor is limited to certain actions and things you can do...
-difficulty? (too hard at times... or play is too simplistic)
-hundreds of cheats...
-player vs computer (becomes boring... as 7vs1c melee games)...
-no challenge to the player (i.e. Defense, challenges players to not die and to build defense well)...
-cannot gain experience in gaming (i.e. bounds teach unit movement and latency)...
-no strategies to use, only one way to win..."
-Is that so hard to change? A) Kill somene. B) Aqcuire a certain object. C) Defend something. D) Reach a certain area at a certain time, to spy on someone. E) Errand boy (

). And that's just off the top of my head...
-Some people will wait 5 hours to dl a map. Those people include me. Besides, just keep your map kinda minimal, it's not too hard. I think.
-Bleh, I prefer playing with friends anyway, so it's not a problem since we can just Save Game...
-Complexity issues? As long as something is adequitely explained, which shouldn't be hard, there shouldn't be those problems. Anyways, that can be avoided in the first place anyway.
-Which is the fault of the person who comes up with the storyline, so if you can't come up with a good one, then it's your fault.
-Alright, this I can agree with. One thing you could do though is say that a sequel will come out, but never actualy do it

j/k
-No rewards? what rewards are there for other maps that you can't have in this?
-Make built-in mini-games, lots of choices/endings, etc. Make it right, and people will want to replay to find out what different player classes/spell choices/endings/etc are like.
-The fun factor is only as limited as a Defense. I take that back, it's not. It's as limited as a Mini-game. In which case, there's practicaly no limit. The beuaty of Rpg's, is they can
include mini-games, defs, and strategies!
-Difficulty... Once again, for the third or fourth or fifth time, this is entirely the fault of the creator if it exists, as with ANY OTHER MAP.
-Cheats? TONS of maps have cheats and exploits. Ya' just have to put up with it

-No playervsplayer? ONCE AGAIN, that is entirely upto the creator. It isn't even HARD or COMPLEX to create pvp! Hell, look at Merchants Rpg3! That's a PvP rpg!
-... I'm not even gonna bother saying who can fix this again... I've said it enough...
-... and once again it's the same solution that it is with most the rest...
-... ... You know what? You seem to think that Rpg's need to be about 20 times as limited as they need to be. Part of being an awesome mapper is that you break free of the normal that is set by the 'average' map of any given type, and add things that are either rare or never before seen at all to fix all these problems you have.