Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
I think that I'm going to miss the pits, but on the other hand it opens up more area for playability (however, the pits were a prime piece of real estate for all terrains in evo... A good attack avenue).
Taking a second look to it and It seems that SW (7 o'clock) has more metal than NE (cut the map in half and see for yourself. Im speaking about one extra 3 spot cluster for SW) Dunno though how much it affects on gameplay.
You could also consider scattering the center 4 spot cluster. It can become too hot-spot with so much metal; people will rush to it and one who owns it wins the game...
Edit: What Im basically saying is that spots near "center" or contested area should be scattered so that player who wins a battle or two wouldn't get too much advantage. So, Imo the 3 spot cluster in the utmost SE corner and the 4 spot cluster in the center should be scattered. This would make your map rule!
Taking a second look to it and It seems that SW (7 o'clock) has more metal than NE (cut the map in half and see for yourself. Im speaking about one extra 3 spot cluster for SW) Dunno though how much it affects on gameplay.
yeah, north is short 1 and that was with me skewing the metal center closer to it. I will fix that.
SirArtturi wrote:
You could also consider scattering the center 4 spot cluster. It can become too hot-spot with so much metal; people will rush to it and one who owns it wins the game...
sure, but keep in mind this map is now a 24x24, I added 2 on all sides to help deal with the map edges issue. I can do that, no problem.
SirArtturi wrote:
Edit: What I'm basically saying is that spots near "center" or contested area should be scattered so that player who wins a battle or two wouldn't get too much advantage. So, Imo the 3 spot cluster in the utmost SE corner and the 4 spot cluster in the center should be scattered. This would make your map rule!
Ok, no problem, spreading both sets out. keep in mind sw is a start point... but I guess you ba guys all do boxes?
dansan wrote:
Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
not sure. let me do a con vehicle for you. ( click for larger )
forb: ( click for gallery )
I need to add more wreckages but I am going to come back to this. If you want features for evo, let me know, I will add an evo config so your feature placer picks them up, otherwise, only gundam gets features.
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