zwzsg wrote:...
Also, currently the crenels and relief don't play any role in Azure Rampart. At first I hoped that people would
build artillery behind opening, and expensive structures behind walls, but it doesn't seem to happen in actual games. ...
Well, it happens in mine's... I don't put artilery like that because it makes it only usefull in a very narrow angle but i often put important buildings near the walls (blocks artilery as well as gunships that, while strafing, fall off the cliff not beeing able to shoot) and i've seen frequently towers on top of those ramparts (having some nice advantages).
zwzsg wrote:... With only two forts, then the map would become very linear.
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That's specifically what i wanted. A linear map. The problem with Azure is that it is most often played as a never ending 5 FFA. I've tried 3 times a 3v2 in it but if the players are balanced, it is a very hard game to do for the 2 team. And no one wants to play 2v2 because of the extra spot that, indeed, make tha game a little weird.
In Azure, leaving the fortress, we have a narrow corridor leading to the wider corridors of the middle. I was thinking that they should not have the narrow ones and be connected by one of the larger ones (still defendable but not as much impassable).
This would lead to a specific style of play that would be battling for ground pushing forward or losing ground. I expect that this game style would have a very standard average play time, never «never-ending» and never a «5 min rush».
For example in Small Divide, the style is similar (mostly artilery wars with some raidind to push forward) but if we lose the middle, it is almost decisive.
zwzsg wrote:...
Three, four, and six, ... forts version are doable, but I don't want to start churning out too many variants of the same map. Would be better if all Spring maps had different texturing style, atmosphere, and feeling, imo. Plus if I did a four forts version people would call me a Nazi.
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I expected you might want Azure Rampart to have it's uniqueness. By no means i would want you to break your willingness in such way nor be responsible for a map that could be a fiasco or ruin Azure's uniqueness.
If you don't do such a thing, i will eventually try to do myself a map with a similar style of play.