Map guidelines - Page 3

Map guidelines

Discuss maps & map creation - from concept to execution to the ever elusive release.

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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Map guidelines

Post by JohannesH »

Pxtl wrote:While I dislike metal maps, I also think the "barely any metal" maps are a big problem too. The game is far too concerned with eco-management and SimBase in those games. Low-metal gameplay is fun, imho, on games that don't have the geometric growth of the TA-family games. For TA, "low metal" really means "econ spam".
This never happens with small teams BA.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Map guidelines

Post by imbaczek »

small teams BA games also almost never happen, unfortunately...
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map guidelines

Post by hunterw »

1v0ry_k1ng wrote:no, the main diffrence between from solar is its unreliability as an energy source- ie, if you rely too much on wind, and at a crucial moment wind drops, all your HLTs stop working

making it reliable kind of destroys that risk
winds have different M/E cost from solar, extremely low HP, and large blastradius/dmg.

that's plenty different. unreliability just adds a huge element of randomness to the game, which i'm all about avoiding.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Map guidelines

Post by 1v0ry_k1ng »

each to their own, but that just makes wind an all round superior E source (if you can protect it) which really isnt how wind should roll. it should carry its own disadvantages and I like to keep that ota mechanic going.
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