New FFA map: Throne v1

New FFA map: Throne v1

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New FFA map: Throne v1

Post by Beherith »

The time has come for another 16 player map, this time its a totally different concept, to win you must fight your way higher and higher on the hierarchy!

24*24, good for 7, 12, 15 and 16 players, or 7 players King of the Hill.

Higher level roads dont give as much of a speed bonus (1.4, 1.3 and 1.2 respectively)

Made with World Machine and Carrara.

Screenie:

Image

Maplink: http://www.springfiles.com/show_file.php?id=2288
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hunterw
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Joined: 14 May 2006, 12:22

Re: New FFA map: Throne v1

Post by hunterw »

get out of my brain :shock:

another FFA map idea i had is as follows - 5 plateaus that each have 3 spawns. the idea is that the early game is five segregated 3 person ffas, with the late game featuring the winners locking down their plateaus and assaulting others'.

anyway this look win as usual. i really miss mapping :|
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Beherith
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Re: New FFA map: Throne v1

Post by Beherith »

Ive toyed with the idea of multipe segregated ffa's, but I didnt find it too enticing for the following reasons:

The first player to eliminate their neighbours in a subgroup; either by being pro and his neighbours nub, or by waiting for one player to kill the other, and then swoop in with his own collected forces and kill the remaining player.
This guy has a MAJOR advantage over the others, since he has the res of 3 players, 2 commanders to just porc and whore to his hearts content.

The isolated ffa thing only really works on a much larger scale; like see the map Nation.

Also, ive just checked, this is my 20th publicly released map! Yay!
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New FFA map: Throne v1

Post by 1v0ry_k1ng »

this looks awesome!
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: New FFA map: Throne v1

Post by MidKnight »

Finally, a competitor amazing enough to wean the CA regulars off of The Hunters. Nice job! :mrgreen:
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: New FFA map: Throne v1

Post by TheFatController »

Very cool

I'd also personally like to see a similar layout of this set in a giant caldera or crater where there was no sea but the edges were only passable by air and all terrains.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: New FFA map: Throne v1

Post by Warlord Zsinj »

cool, kinda reminds me of the 'tower of babel' idea I suggested ages ago. zwzsg made it, but there were various problems, though perhaps it could be done on a smaller scale...

something along the lines of this: http://www.globalsecurity.org/military/ ... alwiya.jpg but far wider. More metal the higher you go, all the players start at the bottom. The taller it is the cooler it would be, but in zwzsg's one aircraft had difficulty flying around it (though perhaps this has been fixed since he tried, it was years ago).
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hunterw
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Re: New FFA map: Throne v1

Post by hunterw »

Warlord Zsinj wrote:cool, kinda reminds me of the 'tower of babel' idea I suggested ages ago. zwzsg made it, but there were various problems, though perhaps it could be done on a smaller scale...

something along the lines of this: http://www.globalsecurity.org/military/ ... alwiya.jpg but far wider. More metal the higher you go, all the players start at the bottom. The taller it is the cooler it would be, but in zwzsg's one aircraft had difficulty flying around it (though perhaps this has been fixed since he tried, it was years ago).
dont make the metal too polarized or it will just end up necessitating atlas rushing and a big gay comm explosion orgy at the top
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: New FFA map: Throne v1

Post by Warlord Zsinj »

Yeah, that's just one way to play it out. You could potentially invert it and make it so that the best metal is in the lower areas but holding the higher areas is strategically important, letting you shoot at the lower areas, etc. Though there probably does need to be a resource encouragement to head up there.

Also, atlas rushing and comm bombing may be problems in your game, but not mine ;)
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hunterw
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Re: New FFA map: Throne v1

Post by hunterw »

Warlord Zsinj wrote:
Also, atlas rushing and comm bombing may be problems in your game, but not mine ;)
they would be with your map idea ;)
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hunterw
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Re: New FFA map: Throne v1

Post by hunterw »

by the way wheres a replay of this map? it should tend towards epic games.
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Beherith
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Re: New FFA map: Throne v1

Post by Beherith »

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hunterw
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Re: New FFA map: Throne v1

Post by hunterw »

ah didn't notice at first you have ridges on all of your cliffs! i did that a bunch in tau10 but that map was terrible. did it a couple places in talus - its interesting how it effectively segregates whats above and below and removes the otherwise large height/cliff advantage.

a unit that i didn't see any of but i speculate will be extremely useful on this map are t1 arty. plenty of teams coexisted within t1 arty range across those cliff ridges for like 30 minutes, and its a 100% vech map, so i'd expect to see them basically every game.
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Beherith
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Re: New FFA map: Throne v1

Post by Beherith »

Rule 1 of FFA is: dont harrass enemies youll have a hard time killing. Since harassment constitutes casus belli, and t1 arty is only good for that.
Also, the roads make it t1 arty more or less moot, since they allow you to send attack forces around fast.
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JohannesH
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Re: New FFA map: Throne v1

Post by JohannesH »

Much rather make hammers climb on the ledge, t1 arty just sucks too much. Maybe toaster/ambusher might be good sometimes, above someones base. Or just morties...
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Neddie
Community Lead
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Re: New FFA map: Throne v1

Post by Neddie »

hunterw wrote:
Warlord Zsinj wrote:
Also, atlas rushing and comm bombing may be problems in your game, but not mine ;)
they would be with your map idea ;)
He is referring to Star Wars: Imperial Winter, in which case, no, they really wouldn't be.
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hunterw
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Joined: 14 May 2006, 12:22

Re: New FFA map: Throne v1

Post by hunterw »

ahh yeah i didnt pay attention to who was posting - thought he was implying i played dsd 8v8 all the time or something.

t1 arty wont be moot attacking up or down the cliffs - theres very few units that can do that. they'd be moot attacking players on the same level as yourself.
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albator
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Re: New FFA map: Throne v1

Post by albator »

i just wanted to say this map is awsome and, from far, the best (fun and balanced) ffa map. Keep going on making ffa maps !
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Jazcash
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Re: New FFA map: Throne v1

Post by Jazcash »

albator wrote:i just wanted to say this map is awsome and, from far, the best (fun and balanced) ffa map. Keep going on making ffa maps !
I prefer Claymore tbh. This map is very porcy. The majority of the time, the winner seems to be the guy that walls off his base from the start and just super techs then t3's everywhere :/
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Beherith
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Re: New FFA map: Throne v1

Post by Beherith »

Heh, 2 years old soon. Due for an overhaul. Oddly enough, this is the maps I spent one of the least amount of time on while creating it.
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