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Post subject: The Lost Maps... Posted: Wed Feb 02, 2011 7:30 am |
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Joined: Mon Nov 15, 2010 5:50 am Posts: 227 Location: Barcelona
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Why is Lagoon a Tournament map, but not a Battlematch map? I've not once played this map vs. a person, and i'd love to be able to get some Battlematch practice in, and not play it for the first time in a tourney. (I know i could play it in a private match, but privates just aren't as fun without anything at stake.)
Also, why is The Pit a private match map, but not a Battlematch map? It looks like a really fun and balanced map, and i'd love to play it in Battlematch. The "Epic" doesn't look quite as good as the Pit, but i'd still prefer more variety in Battlematch maps, than less.
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Schlumpfi
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 8:30 am |
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Joined: Fri Apr 23, 2010 6:13 pm Posts: 988
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EPIC was taken out of rotation for various reasons I believe, one being that it requires really less tactical skill, especially in sealed. The cps are worth nothing and a lost ressoruce on the sides is as good as permanently lost. I don't know why lagoon is not in the rotation tbh. We also suggested more maps and a monthly changing mapschedule in all tournaments but since we don't have enough maps and not a lot of players have the current editor it wasn't done I think.
_________________ "You're fine. Next time just don't stop their attacks with your face. - Effit" Hardstyle 'till I die! You make this shit go down you are DECIBEL!
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 8:38 am |
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Joined: Mon Nov 15, 2010 5:50 am Posts: 227 Location: Barcelona
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Cool, sounds like you agree that Lagoon would be a quick and simple way to increase the number of maps in Battlematch.
"The cps are worth nothing and a lost ressoruce on the sides is as good as permanently lost."
I can see why only 2 cps would be less playable than say 3. Why not just change the middle res to a CP instead?
I don't really understand what you mean by " lost ressoruce on the sides is as good as permanently lost."
Can you explain?
Seems like some simple changes would make this a playable map.
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Schlumpfi
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 9:42 am |
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Joined: Fri Apr 23, 2010 6:13 pm Posts: 988
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EPIC: The cps are SO far aside that capturing them will not very likely be first prirority for any player (I think in beta i have only seen it once). The map has too many ressources, 7 of them. This way a single ressource will not change as much as it does on 5 ressource maps, such as desert duel or even 4 ressource maps. What I mean by "lost is lost": If your opponent takes your ressource it is very likely your infantry is either far away or dead and walking to the ressources is a long way on so to speak "unprotected" land. Recon on one of the hills, arty in it and it is practically untakeble because you can see what and when is coming so early on here.
_________________ "You're fine. Next time just don't stop their attacks with your face. - Effit" Hardstyle 'till I die! You make this shit go down you are DECIBEL!
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fewar
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 10:14 am |
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Joined: Sun Apr 18, 2010 1:32 am Posts: 1271 Location: Slovakia
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I liked epic, i was building just recons there 
_________________ "Are you guys doing that stupid facebook stuff again? Why are you guys in here wasting your time? We are supposed to be out playing videogames." - Stan Marsh
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 11:21 am |
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Joined: Mon Nov 15, 2010 5:50 am Posts: 227 Location: Barcelona
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The dynamic of the game has changed so much with the new turn limit, that the cp cap would be a priority for my adrenaline boosted infantry who would make it there in 3 turns. I think the CP's are certainly a viable strategy now.
the middle 3 res's are only 9 hexes away from start. This doens't seem too unreasonable. The outter 2 res's are 16 away. This is simply too far = lost.
I believe removing the outer two res's entirely, and making the middle res into a 3rd cp instead would make this a very playable map. If these changes were made, there would only be 4 res total.
Other possible suggestions.
2 roads going vertically, connecting the 2 bases, on each side of the proposed middle CP.
A bit more terrain in the center, obsuring vision somewhat.
Make it 1 or 2 hexes smaller all around.
Thoughts?
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Geral
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 4:16 pm |
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Joined: Sun Apr 25, 2010 2:18 pm Posts: 728
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In that map was particularly easy to lose to cp advantage, because it took so long to reach the cps.
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 6:29 pm |
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Joined: Mon Nov 15, 2010 5:50 am Posts: 227 Location: Barcelona
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There is a creative solution to any problem. if the map needs a little fine tuning by altering where/how many cp's there are, then why not? We know what kinda map makes for a good balanced game, right?
Suggestions?
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hmpf
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 8:20 pm |
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Joined: Tue Apr 27, 2010 7:06 pm Posts: 348 Location: Munich
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Boot up the map maker and do it 
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Post subject: Re: The Lost Maps... Posted: Wed Feb 02, 2011 8:45 pm |
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Joined: Mon Nov 15, 2010 5:50 am Posts: 227 Location: Barcelona
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Hmm, didnt know there was one available for us. How do I get to it?
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