CorePyramids --NEW MAP-- - Page 2

CorePyramids --NEW MAP--

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colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

The map looks good (imho the best I've seen so far), but it's really cramped.
Especially when you start on one of the four 'tentacles' you don't have any space to build, not to mention all those trees ...
The only place where you have some space is on the top of the pyramid, but there you also have huge amounts of metal and a tactical advantage (with MRPC and such). So once you have control of the middle you've basically won the match.

If I were you I'd make the non-pyramid area a whole lot bigger, so you can expand there some more and keep out of range of those ballistic cannons the enemy has placed on top of the pyramid.
A simple modification would be to make the water-area bigger whilst leaving the rest of the map unchanged; with 60 energy for tides you can build up a pretty strong waterface without ever having to come to land.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Thansk for teh feed back... when teh new mapo formats out i may readdress the map with more roon for prelimany basses in mind...

aGorm
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i agree with making the non-pyramid area bigger, but the land mass should also be increased by quite a lot, also i think tides should be toned down a bit, +40 maybe?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yeah, even in OTA, on the most heavy tidal maps, you'd never get more than about +30. +60 is nuts. For that price, I wouldn't build a single other energy generator the whole game...
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

the non pyramid area is big.
its hard to build, as any agorm map...

the pyramid is a trap.

making the map bigger may give further advantage to the non-in pyramid players, because big ships wont be able to hit the pyramid from the sea.

there is a bit less resources at left hand ... not completely sure, but by the looks of the metal/minimap.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

The metal maps is actully total symetrical both left to right and top to bottom. Apart from on the pryramid where its a bit more random, but you'll probably get the whole pyramid at once so i hope thats not unfair.

The large tide may infact be a mistack left in... i hardly ever build tidal generators!!

However thats a good reson to no just take the middel where the metal is, so ill leave it in. Means you need to be in the middel ands the edge.

aGorm
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

its hard to build, as any agorm map...
just out of intrest... would you say i need to make it easyer to build on all my new maps? Have I not been leaving you enought room?

aGorm
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

lol i don't think that you can complain about space on 'king of the rock'!!! 8) coolest map...so far :D
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

just out of intrest... would you say i need to make it easyer to build on all my new maps? Have I not been leaving you enought room?
You know, I wonder what SY's reasons were for not being able to build anywhere? I mean, why shouldn't a con unit be able to level ground on steep mountainsides? Certainly it doesn't fit with the whole futuristic theme, as people have been doing terraced farming for millenia, and the con units already level terrain to build shit.

Can people think of a good gameplay reason why I shouldn't be able to build on the side of a mountain? I mean, building vehicles plants in places the vehicles can't exit from would be one reason, but you could either rely on players not to be stupid, or add a bulldozer unit to make paths...

I'm fed up with all these great looking maps that suck to play on because there is no where to lay out my base... I'm going to go start a poll on this.[/b]
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