Page 2 of 2

Re: New map - Conquest of Paradise v1

Posted: 27 Mar 2009, 21:34
by Beherith
The minor issues with islands over chunks of land is that it can lead to unintended gameplay consequences. Either amphib viability, tidals, hidden bases, or if the cliffs are steep then great options for all terrain units. Even shit like walking a roach all around becomes useful.

Re: New map - Conquest of Paradise v1

Posted: 28 Mar 2009, 00:08
by hunterw
in my experience, this map and tundra are both so unporcable that the water is used maybe 15% of the time

t1 rarely goes obsolete, but if it does there's even more porc-break options with the added water avenues

tidals are a lot more useful here, but they can afford to be, since the only viable unit to build them is commander (no amphib constructs)

Re: New map - Conquest of Paradise v1

Posted: 28 Mar 2009, 11:31
by 1v0ry_k1ng
this map works brilliantly with spring 1944, had the best game of all time here. I notice theyve used this map in their 1.01 release post screenshots :-)