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
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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