Dont want it too big, some of your latest maps have been just way too huge hunter. *_* Ill leave size up to whoever makes it though.
But the restricted land due to the water should make the battle more tight and focused so i guess it could afford to get bigger.
It could possibly do with more metal, or perhaps higher than 2 m per mex, but i wanted the centre to not be too heavy on metal, because i wanted it to be possible to hold that rear hill for long enough for the sea player to do something. Its not meant to be a 'Pass the ford for GG' sort of map, ala Altored. You're meant to be able to hold off for the comeback.
As for mex stealing, i designed it to be flexible. Either player can choose to fortify the hill and not compush down onto the flats. One can fortify the hill while the other takes the low lying mexes, or both can push forward.
Of course, in CA you have communism where it doesnt matter who takes the mexes (Honestly, its bloody essential on maps like Tabula since you always end up with really asymetrical metal ownership).
You only need one sea player per team here. The problem with Scorpio was that it was really a lot like SSB with fords and a large bridge. You really need someone in each ocean or the sea play feels sort of disjointed, and the map wasnt designed to have two sea starts.
Beherith wrote:Im only asking cause the last time i mapped for you, there were big differences between ba and ca water depth tolerance, and also slopetolerance as well.
Not big ones. There was a problem with metal extractor water depth but that existed in BA too AFAIR. The problem as i remember was that you tested with core uwmexes, which can go in the puddles- but arm mexes, which are taller and thus have a higher min depth, cant. In CA this is no longer a problem, there is only one mex, and it floats and has no water depth restrictions. We try to keep close to BA levels because we dont want to make life any harder for mappers or make any maps unplayable.
Hovercraft slope tolerances were different but we had to revert that since mappers arent going to make maps to that low a slope tolerance for shorelines.
If we do go back to the lower slope tolerance for hovers it will be because we have ramps now. You can easily make a ramp between any two points with any con, so accessing any island is just a matter of BP and E.