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Re: New map - Scorpio Battleground
Posted: 14 Jun 2008, 20:59
by FLOZi
Yeah, I already stumbled into that little doozy. Still interested in a tut though.
Re: New map - Scorpio Battleground
Posted: 03 Aug 2008, 11:29
by hunterw
i finally dl this map and i love it, but i don't like the metal layout! its unequally distributed amongst player's start positions.
Re: New map - Scorpio Battleground
Posted: 03 Aug 2008, 13:30
by SirArtturi
hunterw wrote:i finally dl this map and i love it, but i don't like the metal layout! its unequally distributed amongst player's start positions.
yes. i share the same opininon and i told about it to beherith but he hasnt made any improvements yet... map would be win but metal layout fails atm...
Re: New map - Scorpio Battleground
Posted: 05 Aug 2008, 06:16
by Saktoth
As the person responsible for the metal layout, ill tell you my thinking on this.
On the starting spots I dislike maps in the DSD style with 3 clustered start mexes for each player, because they discourage playing with odd player counts. If you play a 4v4 map as a 3v3 inevitably one player gets 6 mexes rather than each 4.
This map can be played as a 3v3 or a 4v4, and i wanted the mex layout to reflect that. Thus i split the mexes up a bit more. As a 4v4 it is actually pretty clear where most of the players should start to get 3 mexes each- theres only one set of mexes thats really split up that you need to walk for. This set of mexes is split up so that, in a 3v3, each player gets one of them.
I admit this wasnt done in an ideal fashion. Ideally they'd all just be equally spaced so everyone has to walk the same distance.
But seriously though, the starting metal placement, there is like -1- mex that -1- player needs to walk to get.
Its not the end of the world.
Any more specific critique is welcome.