Ladies and gentlemen, map-makers and map-players, it's time for the show you all know and love...XML Talk!And here's your host... Victor Sullivan!*Waves* Thank you, thank you, oh, you're too kind. Please, please, let's get to the show
Today we're discussing the XML of popular beta map,
All Your Base Are Belong To Us, with guest star,
DiM! Our issue today is those nasty neutrals - where to put how much of them. It can make all the difference in a map! So,
DiM, I've been playing a fair amount of 1v1s on your map, and I've noticed that the Level 3 objective is too easily defensible with those big neutral 10s on it, so I think your alternate plan was a better course of action (though I'm glad we saw how this played out). So, this is what I propose in the way of neutrals:
- Nuke Silos/DNA Labs: neutral 4 (reduces the viability of taking all of one type for the objective, but not too much)
- Tech Level 1 (both rows): neutral 2 (lowers the neutrals there by 1 to promote expansion into that "tech tree", as it seems to be largely neglected)
- Tech Level 2 (row 1): neutral 4 (slows progress to Tech Level 3)
- Tech Level 2 (row 2): neutral 3 (alternatively, the neutral values for row 1 and row 2 could be switched)
- Tech Level 3 (row 1): neutral 4 (slows progress to the objective and to the ability of assaulting bases)
- Tech Level 3 (row 2): neutral 3 (slows the process of holding the entire objective)
- Bases (that are not dropped by a player): neutral 1 (helps to allow players to get a base of the type they do not have; would help the issue with 2v2 games a bit)
Also, I think we should keep the objective as the second row only of Tech Level 3, so perhaps you could clarify that on the map?
-Sully