Outlands [14.0] is submitted for review.

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Outlands [14.0] is submitted for review.

Postby hatchfactory » Tue Jan 15, 2013 5:13 am

New map: Outlands [14.0] by hatchfactory.
Map editor link: Outlands [14.0]


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Re: Outlands [14.0] is submitted for review.

Postby hatchfactory » Tue Jan 15, 2013 5:16 am

No updates, just made available for 0.9.
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Re: Outlands [14.0] is submitted for review.

Postby Experix » Sun Jan 27, 2013 11:36 pm

Should the poor city north of the teal capital really be set as citystate?
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Re: Outlands [14.0] is submitted for review.

Postby hatchfactory » Tue Jan 29, 2013 12:36 am

Nope, thanks for catching that. I believe it was a capital on a previous version of the map but was changed to give a bit more distance between the white player.
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Postby TheVic » Sat Mar 30, 2013 2:09 pm

The West Team looks to have a significant advantage.
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Re:

Postby KGB » Sat Mar 30, 2013 4:07 pm

TheVic wrote:The West Team looks to have a significant advantage.


Interesting. Last game we played on here in 3v3 mode we were the East team. The starting units included a Sandworm and our opponent went first. And we won handily.

Personally I'd like to see the 3v3 teams changed slightly. The bottom right corner (SE) has nothing to do for a very long time as he can only battle the SW player and they don't meet until way into the game.

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Re: Outlands [14.0] is submitted for review.

Postby TheVic » Sat Mar 30, 2013 8:56 pm

Impressive to win as East team as both NW and West looks to benefit from starting sand worms.
Especially NW looks to be a fast start and attacks NE player quite handily.
Played this 2vs2 last time and was SE with no possiblility to help NE until quite late.
Cities are way to easy to sack for SeaWorm ridden heros.
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Re: Outlands [14.0] is submitted for review.

Postby KGB » Sat Mar 30, 2013 10:13 pm

You are right about the Sandworm helping the other team big time. We were seriously worried.

The NE player for us did exactly as you suggested. Barb ridden Sea worm and raced out to attack/raze the island player in the north. Caught him with his hero in the wrong spot (south of his capitol) and got the upper right island city and then managed to raze the city to the right of the Capitol. From there he was pinned down and on the defensive. That allowed the other 2 of us to get through the middle and help against the other 2 sides.

In a 2v2 I can see how it would be a lot tougher because of the SE corner spot taking SO long to get involved. Would be better to use the middle starting spot (White) so that it would be Green/Orange vs Black/White

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Re: Outlands [14.0] is submitted for review.

Postby magian » Sun Mar 31, 2013 1:16 pm

I agree with KGB that changing the teams a bit would add more interaction and fun. Right now the center east and south east players take forever to get into the action. Switching either the allegiance of the two center players or the two southern players would make things a little more interesting IMO.
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