![Image](http://img155.imageshack.us/img155/6366/screen00608.jpg)
![Image](http://img710.imageshack.us/img710/2051/screen00609.jpg)
probably going to add some grassy or rocky outcroppings. I feel like it is a big pinstripe nightmare right now.
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Tbh when zoomed out, grass/no grass makes a fairly big difference.smoth wrote:it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.
SirArtturi wrote: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.
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: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...
Ok, no problem, spreading both sets out. keep in mind sw is a start point... but I guess you ba guys all do boxes?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!
not sure. let me do a con vehicle for you.dansan wrote:Are all the exits from the "bays" with the start points equally (un)passable for vehicles?