Moderator: Cartographers
hjelp wrote:I don't think that bases shall be able to bombard other terts.
GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning
rockfist wrote:This is another example of a map that should not be made, its far too luck based.
GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning
GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning
jonofperu wrote:robellis00 wrote:is there a way to also prevent nuclear and zombie spoils on the home terits?
That would be an awesome option. I hate nukes generally, but they can be so unfair if you kill a starting spot like on this map.
jonofperu wrote:My fellow map-maker, Swife, has been taking some time off from CC and I left the coding up to him. So there are still a couple problems that need to be fixed before I feel we can really evaluate the play:
1. Starting positions
2. Summit decay
<positions max="1">
<position><territory>A01</territory><territory>A07</territory><territory>A12</territory><territory>A14</territory></position>
<position><territory>A02</territory><territory>A05</territory><territory>A11</territory><territory>A16</territory></position>
<position><territory>A03</territory><territory>A08</territory><territory>A10</territory><territory>A13</territory></position>
<position><territory>A04</territory><territory>A06</territory><territory>A09</territory><territory>A15</territory></position>
</positions>
Users browsing this forum: No registered users