..:: Map in Progress - DeltaSiege ::..
Moderator: Moderators
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I gimped it up a bit:IceXuick wrote:Okay, here is my layout, ...

- Added 2 sea players with an little extra metal.
- Moved the sea metal a bit.
- Added 2 geo's in the water, don't know if the engine/mods supports it but it is a chicken egg thing.
- I moved the top geo's more to the side so it's more usefull in the early game, but this is just an idea.
In an 6v6 game the sea players can realy make or brake the game this way.
Well, 2 sea players might be a good idea, i just dunno if the map can hold this much. It might look very large, but i've tested with some sea-war-fare battles and with a quite nice fleet (15 ships medium/large) you can fill a quarter of it already. Might get too crammed up. (maybe a bit of a solution is to make their start-locs a bit more backed up to the sides, and maybe only use 4 land-start-locs, to keep it a 5vs5 max (4vs4 recommended).
I do like the idea of placing the geos more away from center, it might be a tad far away indeed.
More like this?

Anybody else who likes to comment on this, tips, suggestions? Forboding, what do you think? is this layout kinda solid? what would you change? let me know, i'd like you to take a look at it.
I do like the idea of placing the geos more away from center, it might be a tad far away indeed.
More like this?

Anybody else who likes to comment on this, tips, suggestions? Forboding, what do you think? is this layout kinda solid? what would you change? let me know, i'd like you to take a look at it.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
More water at the bottom,I'm not saying make the map bigger by stretching it, just that if where the land reaches the bottom atm was made so it reached 2/3's of the way but was the same size, because atm the water player is buggered because every single player has a route to their base which puts them at a big tactical disadvantage because these routes appear to surround the base almost in its entirety making it sort of like,you're starting off in the middle of a hold the middle map but you dont have as much resources as the outer starting positions and you're totally surrounded from every angle.
hmmm long sentence
hmmm long sentence
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
I think 5 players it too much for 10 screens of height. I think that 4v4 should be the maximum recomended, best suited for 3v3s.IceXuick wrote:... it might even be possible for a 5vs5 game. ...
To your last metal layout, the start position on the beaches should be closer to water, along with the metal patches, so that he doesn't has to walk much to reach the other metal. The other start positions don't require the player to walk so much while offering more metal, not to mention that walking in water is much slower.
Water has zero obstacles while this land configuration has some serious blockages of paths. If the land zone in middle top gets any more narrow, it will become «unbreackable» land.AF wrote:More water at the bottom,..., because atm the water player is buggered ...
Anyway, if one player is not defended by land, it is just the same as beeing defended by land but not have it's shores defended against hovers. Raped.
Yes, i think a 5vs5 is already a bit too much, and have to refine the metal layout a bit to make it optimal for 4vs4.
The start locations on the beach can't go much farther into the water because of the shore lines (blue-ish wide lines) I do agree that they should be closer because of your arguments and i will make the metal in the sea more close to the beaches.
The start locations on the beach can't go much farther into the water because of the shore lines (blue-ish wide lines) I do agree that they should be closer because of your arguments and i will make the metal in the sea more close to the beaches.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18

You could put the start positions at the black crosspoints.
And organize the metal around it.
It's symmetrical so it is more easy to give players the same access to metal.
This way 4 vs 4 is the normal game and the sea players are optional in a 5 vs 5 game.
I think the geo's on land have a better placement this way.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59