Moderator: Cartographers




I think that Bases should at least be able to bombard the level 1 territs. IT makes sense. Some archers or something on the side. I could agree with a reduction to only the first tier of territs however. That said, I personally like its functionality as is.hjelp wrote:I don't think that bases shall be able to bombard other terts.
I think 2 is too few. I would vote for 3 on Doubles. 2 on triples, 1 on quads. I think that has the potential to make the gameplay a little more spicy. Again I'm personally loving the map but I can see the arguments above now that its in action. I also can see the middle reset, but see interesting gameplay with it both ways.GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning

The problem is that the map is too predictable, not that its luck based.rockfist wrote:This is another example of a map that should not be made, its far too luck based.
GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning
As a reference I proposed the same for KC1 and KC2, and I think it turn out quite perfect for those maps... I expect the same for this one also.GoranZ wrote:The map has a weakness... its too predictable. Its basically stack, attack and kill.
How can that be fixed?
In doubles a player has 4 starting positions... make them 2
In triples a player has 2 starting positions which can be reduced to 1
In quads a player has 2 starting positions which can be reduced to 1
This way it will be harder to predict if the neighboring starting positions are occupied or not and thus it will require more planning
jon, have u decided whether u want to exclude the nuclear and zombie settings from play? if u want this to happen, then i'll set the wheels in motion.jonofperu wrote:That would be an awesome option. I hate nukes generally, but they can be so unfair if you kill a starting spot like on this map.robellis00 wrote:is there a way to also prevent nuclear and zombie spoils on the home terits?



XML UPDATE:jonofperu wrote:My fellow map-maker, Swife, has been taking some time off from CC and I left the coding up to him. So there are still a couple problems that need to be fixed before I feel we can really evaluate the play:
1. Starting positions
2. Summit decay
<positions max="1">
<position><territory>A01</territory><territory>A07</territory><territory>A12</territory><territory>A14</territory></position>
<position><territory>A02</territory><territory>A05</territory><territory>A11</territory><territory>A16</territory></position>
<position><territory>A03</territory><territory>A08</territory><territory>A10</territory><territory>A13</territory></position>
<position><territory>A04</territory><territory>A06</territory><territory>A09</territory><territory>A15</territory></position>
</positions>