Chokepoints

Chokepoints

Discuss maps & map creation - from concept to execution to the ever elusive release.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Chokepoints

Post by PicassoCT »

Hi, i am currently thinking about how the Players are aware of the Strategy the use. Am i guessing right, that, the more Chokepoints the Map has, were the stress of openfield battle is frozzen, the more diffrent Units are used, the more "Comando" approaches are applied. To make it short, with the Number of Chockepoints, that are unable to overrun by sheer numbers, the Quality of Strategic Thinking becomes more important ?

Another Guess upon the First, if the Strategic Big ArmyMovement freezes on Chokepoints (like the Center in Speedmetall - which not nessecary proves the first Guess wrong), freezes the Situation, the Game is decided - between the A) Loosing Players (who use the Time to Fortify, spot for mistakes in there Army, and breed for the Next Great Army to breach through the CockPoint by Force.
and the B) Winning Players, who defend at lowest costs, ordering army - and spot for enemy weaknesses, that are vurneable for Strategic Action.

So the Question is - what is the Best way to design a Chokepoint?
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Design one with as little distance to travel, and also provide more than one, so that the map rewards the player who is more attentive to his/her opponent's weaknesses.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

The More Cockepoint the More the Map selects between Veterans and Beginners. And it leads to the classic Situation of two armys, breaking through diffrent chockepoints, only to find themself cut of supplys, with an enemy Army before your own base. Defense or Offense? Splitting? Hit and Run ?

Should Chokepoints have a built in Weakness, like a Terraformation that allows only some Units (Artillery, Suicide Units, Planes, Krogs) to open the Chokepoint again ? Is deformable Ground, that allows only builders to reopen a Chokepoint, a good Key?

Do Chockepoints, if defended over long times, develop into Bases on there own? Were there are Towers, there is Rader, were there is Radar, there are Units, were there are Units there is a Factory, were a Factory is, are Nanotowers - and so on. So is it a good Idea, to keep Chockepoints like in the Pass small, to avoid the creation of a new Base ? Is it human instinct to create a home, were a Place seems easy to defend? If yes, can that instinct be tricked to create Bases in Reality defenseless Places ?
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