Dantes Inferno [3.0] is submitted for review.

Discuss maps and help map makers make the best possible maps.

Postby Qbic » Mon Mar 30, 2015 8:50 pm

Qbic
 
Posts: 2
Joined: Sun Feb 15, 2015 4:09 pm

Re: Dantes Inferno [3.0] is submitted for review.

Postby Tim » Sun Apr 05, 2015 6:19 am

I cant really Understand why you cant see the Top unit in a Tower but in a City... its something for an Update i think. Anybody discussed this Problem in the Forum before?

Like the Map too. Looking forward to play it! :)

KGB wrote:I don't mind Ghosts/Medusa etc in neutral cities where you can see what's there and then decide whether you want to attack or not.

But hiding them in towers (or in stacks of more than 2 units) is simply frustrating. What exactly is it adding to the game other than forcing players to endlessly open the map in the map editor and check the towers (or stacks) to see if they are safe? Using the map editor shouldn't be a requirement of playing maps. It seems that a lot of maps are doing things like this too making the game more about using the map editor than about simply playing. Its getting to the point where I'm almost ready to suggest we go back to where neutral units don't have ambush skills.

The alternative is to change the game so that neutral units in towers are always visible in the same manner that you can click on neutral cities/ruins and see if they have set production/guardians/treasure. This is something that I think should be done including allowing players to view entire neutral unit stacks to see every unit in them rather than making players use the map editor.

KGB
Tim
 
Posts: 484
Joined: Sat Sep 10, 2011 11:25 pm

Previous

Return to Map feedback

Who is online

Users browsing this forum: No registered users and 19 guests

cron
Not able to open ./cache/data_global.php