Portland [Quenched]

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lostatlimbo
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Post by lostatlimbo »

Ok - right away I hate this change. Seeing it in action, having the MAX be all neutrals is a bad idea. In my opinion, the mobility of the MAX is one of the map's best attributes and without that the map is too closed off.

Although... maybe it wouldn't be so bad if all the max stations were 1 neutral instead of 2 (except Fareless Zone).

Thoughts on that?
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iancanton
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Post by iancanton »

why not let max stations have normal random deployment, with the fareless zone being the only max station coded as starting neutral?

ian. :)
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lostatlimbo
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Post by lostatlimbo »

Well, that could throw things if 1 person lands say both Blue stops and both Yellow stops, then only has to take out the neutral 2 Fareless Zone to get a +7 (+8-1) bonus for 5 territories.

However, that's easily remedied by upping Fareless to 3 neutral. I like that. Will update shortly.
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iancanton
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Re: Portland [12 JUL 2012] v.52 XML updated 7/12

Post by iancanton »

n3 for fareless is a good move, for the reason that u've given.

ian. :)
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

Updated the XML to make all MAX stations (save for Fareless Zone) normal drop territories (no longer neutral). Fareless Zone has been upped to 3 neutral, though I might make that 4.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by thenobodies80 »

The file has been sent.
chapcrap
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by chapcrap »

I think making it 4 would be too much. As much as it's used for a bonus, it's also used to traverse the map as a connection to the other MAXs. So, I think 3 is a good number for it.
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by jmcm »

I think you should break off NE north of the rails into a separate region - it's just so huge! 8 bonus is quite large on this map
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

Sorry, but a gameplay change of that magnitude at this stage is just unreasonable.
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

Any other requests?
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

....
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

*crickets*
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by That One Guy »

I just finished playing (and won, I might add) an 8 person game with nuke and trench on your map! (8 player game with nuke resulted in entire areas of portland being uninhabited for rounds on end) And overall, I thought that the flow and balance of the map was pretty great, it seems to me to be at the level of the 'official' or un-beta maps.

I guess the only note I have to make is that the bonuses for the rose/beer gardens didn't come into play at all until the game was already won. I'm not sure there's any way to change this, but maybe there could be smaller bonuses for holding 2 or 3 beer/rose gardens? like +1 army for 2, +4 for 3? Or something along those lines; I'm not exactly sure but all I know is that it was too hard to get and hold all 4 of one type of garden, all spread out across the map.

The only other thing I'm not exactly sure of, (and I'm sorry if this has been addressed before) but the bike trails count as killer neutrals, right? According to Rules>Game Options, in trench games you should be able to attack through killer neutrals, but I don't think I could do this on this map? I'm not positive on that, but that may be an issue unless you know for sure that it's not.

Thank you for the time you've spent developing and perfecting this map, I really enjoyed it and I'm sure many more people who don't post it here do as well.
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iancanton
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by iancanton »

thanks for ur post. this kind of constructive feedback is very helpful during beta.

That One Guy wrote:I guess the only note I have to make is that the bonuses for the rose/beer gardens didn't come into play at all until the game was already won. I'm not sure there's any way to change this, but maybe there could be smaller bonuses for holding 2 or 3 beer/rose gardens? like +1 army for 2, +4 for 3? Or something along those lines; I'm not exactly sure but all I know is that it was too hard to get and hold all 4 of one type of garden, all spread out across the map.

if u start a new game now, then u'll find that something has changed: in 5-player to 8-player games, the roses and beers are randomly-allocated, not neutral, so that at least one player is likely to start with at least 2 roses or beers, which means the +7 reward might be tempting.

That One Guy wrote:The only other thing I'm not exactly sure of, (and I'm sorry if this has been addressed before) but the bike trails count as killer neutrals, right? According to Rules>Game Options, in trench games you should be able to attack through killer neutrals, but I don't think I could do this on this map? I'm not positive on that, but that may be an issue unless you know for sure that it's not.

if u find that u really can't attack thru two bike lane regions to reach the region beyond it, then it's a bug and not something specific to this map, though there aren't many maps where u need to go thru two consecutive killer neutrals. try raising it in the bug reports forum as a new topic if it's still troubling u.

viewforum.php?f=506

That One Guy wrote:Thank you for the time you've spent developing and perfecting this map, I really enjoyed it and I'm sure many more people who don't post it here do as well.

[player]lostatlimbo[/player] will be glad to hear that. he's spent years on this project!

ian. :)
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lostatlimbo
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by lostatlimbo »

Yes, that's very nice to hear. Thanks for your comments.

Thanks Ian for the explanation.

Anything else I can do to wrap this up and get it finalized?
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thenobodies80
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by thenobodies80 »

No, I'm waiting an answer about a thing (not directly related with your map).
As soon as I receive it I will quench some maps, also this one. ;)

Nobodies
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by IcePack »

thenobodies80 wrote:No, I'm waiting an answer about a thing (not directly related with your map).
As soon as I receive it I will quench some maps, also this one. ;)

Nobodies


I'd love to see the maps that are ready be quenched, Portland, Salem and others have been ready / in beta for awhile. If its not directly related to the maps, quench the ones that can be quenched.

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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by IcePack »

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fac vitam incredibilem memento vivere
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thenobodies80
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Re: Portland [1 AUG 2012] v.53 XML updated 8/1

Post by thenobodies80 »

              Quenching

---The Beta period has concluded for the Portland Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations [player]lostatlimbo[/player], your shiny new medal is well-earned =D>


Conquer Club, enjoy!
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Re: Portland [Quenched]

Post by nolefan5311 »

=D>

Congrats lostatlimbo!
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flexmaster33
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Re: Portland [Quenched]

Post by flexmaster33 »

Hurray...this is already in my regular rotation, but congrats. I love the city maps in general...especially seeing my city on here. :)
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koontz1973
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Re: Portland [Quenched]

Post by koontz1973 »

Nice one lostatlimbo. =D>
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lostatlimbo
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Re: Portland [Quenched]

Post by lostatlimbo »

Hooray! That was a long time coming. :)

Thanks to everyone who contributed to this map - all the support and the criticism - and especially those that took the time to help me develop the awkward, clunky map I started with into what it is now.
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Re: Portland [Quenched]

Post by cairnswk »

Congrats on the Quench lostatlimbo =D>
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Re: Portland [Quenched]

Post by isaiah40 »

=D> =D> =D> =D> Congratulations!! =D> =D> =D> =D>
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