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 Post subject: New Map Idea: The Pit
PostPosted: Tue Mar 15, 2011 7:50 am 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
I don't have access to the map editor from the beta, so hopefully this map is clear enough to read.

The basic idea for this map is that both bases start at elevation 2, in fact most of the map is elevation 2. The bases are fairly close by air distance but far away by ground distance, as between them is elevation 0 ground.

Access to the Pit portion of the map is only available to Infantry and Recon units, as there are several "steps" of elevation 1 that they can traverse. The pit is small enough that artillery can take positions to defend points, but tanks will do little to help.

On the East and West side of the map are control points which are attached to the bases by a dirt road. The layout of the roads should make it obvious which control point you are "supposed" to take first.


I would love feedback for my first map creation attempt, please comment and let me know if this map format is readable.

Rothmorthau

Attachment:
The Pit - Battledex Map.jpg
The Pit - Battledex Map.jpg [ 94.6 KiB | Viewed 2250 times ]


Edit: Here is my second attempt - I condensed the east and west to try to make a more interesting map and also to allow tanks to be more viable.

Attachment:
The pit try 3.png
The pit try 3.png [ 112.19 KiB | Viewed 2187 times ]


Last edited by Rothmorthau on Wed Mar 16, 2011 10:31 pm, edited 1 time in total.

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 Post subject: Re: New Map Idea: The Pit
PostPosted: Tue Mar 15, 2011 8:43 am 
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Joined: Mon Nov 15, 2010 5:50 am
Posts: 227
Location: Barcelona
Let's get you the real map editor. I like your idea, and think the map would be very interesting to play.

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 Post subject: Re: New Map Idea: The Pit
PostPosted: Tue Mar 15, 2011 11:27 am 
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Joined: Sat Aug 14, 2010 9:26 am
Posts: 103
Feels like a bigger version of close quarter
The distance between bases kinda close yet so far away by tanks
Sounds pretty interesting


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 Post subject: Re: New Map Idea: The Pit
PostPosted: Tue Mar 15, 2011 4:13 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
well, i WAS gonna put this together in the map editor, but it doesn't work now. I guess in the course of patches, they made it unusable. Sorry Roth :(

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 Post subject: Re: New Map Idea: The Pit
PostPosted: Wed Mar 16, 2011 9:27 am 

Joined: Sat Apr 24, 2010 8:03 pm
Posts: 355
bubbels when i get the new map editor ?

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it came a time i controled the full world
but today i must first win vs my cat to controled the house
shit the cat win


iam not caitiff , or is it caitliff to stand 500 metre away from the oponent and shot with a sniper from behind


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 Post subject: Re: New Map Idea: The Pit
PostPosted: Wed Mar 16, 2011 4:22 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
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Location: Louisiana, U.S.
there isn't a "new editor" yet. Only chrism has access to anything other than the old one, which, as I said above, no longer works

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 Post subject: Re: New Map Idea: The Pit
PostPosted: Wed Mar 16, 2011 7:09 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
I'm concerned that I may have made the east and west control points too far away, and that it might make for a more interesting game if i made them a little closer.

Also I'm realizing that I don't really like the thick forests on the east and west as otherwise these would be the places that tanks would actually help out on this map and I think they should still have a place.

What do you guys think?


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 Post subject: Re: New Map Idea: The Pit
PostPosted: Wed Mar 16, 2011 7:59 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Attempt number 2: Condensed East-West. Better or worse?

Edit: Fixed one hex out of place.

Attachment:
The pit try 3.png
The pit try 3.png [ 112.19 KiB | Viewed 2187 times ]


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 Post subject: Re: New Map Idea: The Pit
PostPosted: Wed Mar 23, 2011 2:07 am 
Battle Dex Testing Team
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Joined: Fri Apr 23, 2010 11:54 am
Posts: 54
really like the idea but i see 2 major problems with this map...:

The 2 middle res are both only 4 hexes away of each other so it will be VERY luck based who gets them in turn 1...

second it will be hard too see the hexes directly behind the bottom eleveated hexes for bottom player. i would prefer making the map a left-right map instead of an up-down map it wouldnt solve the problem but make it kind of even for both players.


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