by Draxus » Sun Feb 26, 2012 2:48 am
That is why there is access to the lava flows in the north and south of the main areas, through the guard towers, and every city but two in the interior. A number of heroes and fire elementals can have access to almost all cities on the interior which completely negats the trench warfare effect. Even one fire elemental or hero popping up behind lines can cripple a side when they leave all the cities behind empty thinking them secure. Just depends on how you play it. Need to look at the map and think, be less single minded in your approach. You need to see the lava as a highway for certain units to ambush the other side from behind, or as a river with all the cities in the interior being port cities, not as a barrier.
About your complaint of losing, I think you are being a bit cynical LPhillips, it's just a game. If you care that much about your record in non-ladder games then why join testing maps that are being developed? In a game we are playing named "Still Testing", you complained to me that I changed the guardians in the center, which was the least of the changes I made. I am indeed changing this map trying to balance it and make multiple strategies viable. It was between the 2.0 and 4.0 version of the maps, both of which you can see on here. I am sorry my "cheap tactics" are trying to improve and balance this map. I assure you I was thinking, "how can I screw over LPhillips today" when I made the changes. I fail to see how that is the maps fault that you didn't see the many changes and lost a hero stack.
The map is labled 4.0 and the game you were referring to was on 2.0 I believe, both submitted. You are free to look at it before and during play. You are free to make any assumptions you wish. The main changes between the versions are changing the path on the right side to keep them from expanding faster than the left side, changed all the resource buildings to plains since there were more on the forest on the left side making them harder to conquer, access to the lava flows was cut off from some cities on either side that I didn't realize had access, I upped the guards in the towers to retard entrance into the center and encourage use of the lava flow in the north and south, gave access to the lava flow from all but two cities in the interior, increased the guards in the cities as they get closer to the lvl 3 ruins, added an additional lvl 3 ruin on each side in the middle and balanced the number of lvl 2 ruins on each side. The defenders on the lvl 3 ruins have been upped and there are signs in the interior warning that the cities get progressively harder. All of this was obviously a cheap trick.
In another game I am testing on this map I lost all my units in the first few rounds losing every single damn battle, around 4 or 5 in a row, even though they were are over 80%. I lost that game, not through any lack of my skill, but it happens. Regardless, I apologize for your fallen hero. Services to follow.
And the ruin hunter comment wasn't saying people had to "hunt" to find them. Some people will actively go after them, especially in the center, and some will concentrate in invading the other side and press the issue instead of wasting movement north and south in the center for the lvl 2 ruins. Some will try to go into ruins right off the bat, even without a ghost or a scout, and risk the lvl 1 ruins with a paly and some will skip the first ones til they are guaranteed a victory so as not to risk the hero. So yes, some people are more ruin hunters than others regardless of the map layout or city/ruin ratio.
You seem anti trench warfare, even though that isn't 100% the only way to play this map, but I wanted a map with a huge amount of ruins that were not off the path to make a super stack game of giant battles in a short period. Super stacks can be fun but it is annoying playing for 20+ rounds to get em, longer to get a fully equipped hero with items. On this map you can get all the cash to buy units/heroes and all the items to super charge em in 10 rounds or less or your money back. I you do not like this map because of this, that is your choice, but it seems to be working as I meant it to. You get lots of items, high leveled heroes but there are multiple strats to get to the enemy, and you don't know what the other side is doing strat wise. Like a game of paper rock scissor where find out what the other shoots 6 or 7 rounds in.