Crescendo [5.0] is submitted for review.

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Crescendo [5.0] is submitted for review.

Postby LPhillips » Wed May 09, 2012 2:03 am

New map: Crescendo [5.0] by LPhillips.
Map editor link: Crescendo [5.0]


Image
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Re: Crescendo [5.0] is submitted for review.

Postby LPhillips » Wed May 09, 2012 2:08 am

New version includes a couple of minor updates never implemented for beta5.

Major:
1) Path added behind the fishing village between the two players previously isolated from each other. Don't rush the tower; it is meant to be a way of breaking stalemates and the guards are formidable.
2) All spawns are set specifically, except the 2v2 which is impossible due to a bug. 4v4 and 2v2 will receive updates whenever it is possible to properly set them. 4v4 is currently set at top vs bottom, so no more minibattles between teams (sorry).

Enjoy!
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Re: Crescendo [5.0] is submitted for review.

Postby KGB » Wed May 09, 2012 4:44 am

The East vs West 4v4 we had was fun. Too brief , but definitely fun.

Why is 4v4 set to top/bottom? Why not stagger them in pairs like:
1
2
1
2

I would think that's the ideal 4v4 setup since otherwise the end pair of players will not see combat for a long time in the way you currently have it.

KGB
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Re: Crescendo [5.0] is submitted for review.

Postby LPhillips » Wed May 09, 2012 5:23 am

KGB wrote:Why is 4v4 set to top/bottom?

This was the scenario I had the most requests for. If you see the other thread, you'll notice the comments regarding that. I certainly wanted to make them all available but that is not currently possible.

The map was originally designed with that setup in mind, with the strongest units produced in the rear, likely to arrive at the battlefield a little later. There should be a prolonged struggle for the desert and its resources, particularly the likely game-winner located in the central ruin. There will be a lot of tough decisions for teams to make: whether the central players should rush to gain the desert or solidify their own position/production (especially since rushing the desert will require teamwork); whether the end players should move out without their best production and vector it to the front; who should go for what cities in order to maximize their expansion rate, etc.

I'd also like to run a 2v2v2 where two teams take the central 4 spots around the desert, and the other team each has one end spawn. Also not possible with the "Not Used" feature currently broken.
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