Forged Alliance Forever Forged Alliance Forever Forums 2016-02-20T13:18:14+02:00 /feed.php?f=2&t=11743 2016-02-20T13:18:14+02:00 2016-02-20T13:18:14+02:00 /viewtopic.php?t=11743&p=120614#p120614 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> Statistics: Posted by Kalvirox — 20 Feb 2016, 13:18


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2016-02-19T22:52:50+02:00 2016-02-19T22:52:50+02:00 /viewtopic.php?t=11743&p=120589#p120589 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> I also like tag craftius maximus and white fire, though they differentiate much from
The classical naval warfare maps in that navy can be bypassed by land and air.


These maps tend to lead to long fights but then again there have been ladder land
Maps which easily lead to T4 resolution, so l fail to understand why the dislike, when
There are at the same time land maps which create the same kind of warfare(T4). Sea is good for a change, as long as
It's not only sea, and there are land maps in a balanced mix as well.

Statistics: Posted by prodromos — 19 Feb 2016, 22:52


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2016-02-19T16:34:09+02:00 2016-02-19T16:34:09+02:00 /viewtopic.php?t=11743&p=120563#p120563 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
Thanks to all those who added their voices onto the pile - im looking forward to continue refining it when it gets played

Statistics: Posted by biass — 19 Feb 2016, 16:34


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2016-02-19T12:30:57+02:00 2016-02-19T12:30:57+02:00 /viewtopic.php?t=11743&p=120552#p120552 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> Quite a reshuffle

Image

Thinking about mid island again.. and then redoing decals and then reclaim and mexes etc, you guys prefer wrecks or rocks?

[edit] my opinion is is that if i add terrain in the middle, winning a navy fight and having mid control will snowball the fight even further then if it just had none,

Statistics: Posted by biass — 19 Feb 2016, 12:30


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2016-02-19T11:03:18+02:00 2016-02-19T11:03:18+02:00 /viewtopic.php?t=11743&p=120548#p120548 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
Just kidding man :P I like the map ideas you have had. I might see that people would be a bit concerned with the general layout of the map, if they think the uneven spread of it might determine some balance issues. I enjoy the look of that one in particular, in that there is a consideration for more navy but leaves lots to land, which would be a nice and even set up as a 1v1 game. I would like to see navy be a critical point if it were designed that t1 and t2 navy could hit some parts of an eco, but not be able to reach other part, and t3 might be capable of breaching further inland of that base and eco. Since land will be important for sure, you could allow it for a variety of ways for one to raid or to defend, and at least it makes this good since aeon or seraphim hover units do not make a bigger impact (e.t.c. Zthuees, auroras) with accessibility for land units of other races.

I don't have significant input into this, but I could see that if and when this is fully fleshed out, that it could be a fun map to play. I kinda imagine it like Mezmerizing paradise, but more focused into the 1v1 aspect. Keep it up! Maybe I'll come up with more useful input and thoughts later :P

Statistics: Posted by Ze Dogfather — 19 Feb 2016, 11:03


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2016-02-18T14:51:18+02:00 2016-02-18T14:51:18+02:00 /viewtopic.php?t=11743&p=120492#p120492 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> I mean if you are behind 1 island or lost a naval battle the rest of the game is set in stone most of the time.
But that might just be the nature of any good rts.

Statistics: Posted by Mot — 18 Feb 2016, 14:51


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2016-02-18T10:04:03+02:00 2016-02-18T10:04:03+02:00 /viewtopic.php?t=11743&p=120477#p120477 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
Here is a screenshot of what i am doing so far to the spawns, to make them have multiple options to start builds and also room for more mexes, which are supposedly not abundant enough on the island to make units that worthwhile, ill need suggestions on how many to add

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Of course, you can now move behind the bases with navy and the middle island is far smaller, currently sides remain the same

I am trying to make something unique as well as competitive, so if you would like to drop things you dislike about navy maps (roanoke, glaciers etc) i would appreciate that as well

Statistics: Posted by biass — 18 Feb 2016, 10:04


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2016-02-17T11:32:40+02:00 2016-02-17T11:32:40+02:00 /viewtopic.php?t=11743&p=120443#p120443 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
This will probably make air dominant on the map? Maybe this is not a bad thing, since the map is so big?
On the other hand it may also make it possible for the opponents to eco faster.

I really don't have the experience to foresee what will be the meta for this map in such a case, but it will be good if the games are shorter.

Statistics: Posted by RealityCheck — 17 Feb 2016, 11:32


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2016-02-16T15:18:33+02:00 2016-02-16T15:18:33+02:00 /viewtopic.php?t=11743&p=120376#p120376 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
and again, i can happily make this map a 10x10 if really desired

Statistics: Posted by biass — 16 Feb 2016, 15:18


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2016-02-15T12:15:31+02:00 2016-02-15T12:15:31+02:00 /viewtopic.php?t=11743&p=120295#p120295 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
This map like you posted it has not enough mass at start spot for a naval fight. People will drop the side islands and if it will not work for one person thats already gg. So either each player will get a side island then it will be difficult to tell what will happen maybe a gameplay like on roanoke abyss, spread t2 navy trying to kill mexes.

The problem of this map is that size to mass relation favors air superiority. I want to tell with this that not navy but air is the most dangerous weapon for a long long time here sniping mexes and important targets outposts and so on. If there would be more mass then air would be less important because navy could appear faster and stronger with cruisers and so on.

Statistics: Posted by Iszh — 15 Feb 2016, 12:15


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2016-02-15T11:26:33+02:00 2016-02-15T11:26:33+02:00 /viewtopic.php?t=11743&p=120292#p120292 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> - You are using way too much of the 20x20 area, corner vs corner is an insane distance
- The middle island is so large it makes handling navy a bit uncomfortable
- 6 mexes in mid right next to each other is not nice, other player will get them and just build a few PD and have control over it indefinitely. They should be further apart
- To be honest I'm not sure I will care about middle at all since I will have main base full t2 mex before having some decent landspam up in middle because the map is so large

Statistics: Posted by Blodir — 15 Feb 2016, 11:26


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2016-02-15T10:59:03+02:00 2016-02-15T10:59:03+02:00 /viewtopic.php?t=11743&p=120290#p120290 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
biass wrote:
bugblatterbeast wrote:Too much water.


;)

Lowerlevel players didnt get the memo about hover, zooey spam is oh so common, i want them to makes boats too xD

What is this painful hot sensation I am experiencing?

Statistics: Posted by bugblatterbeast — 15 Feb 2016, 10:59


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2016-02-15T09:48:45+02:00 2016-02-15T09:48:45+02:00 /viewtopic.php?t=11743&p=120285#p120285 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> 2nd what about e reclaim? you could e g put many treegroups on the sideislands and some on the startingisland to maximise the #ofstrategies (since it can give enough power for a tech rush etc.)
3rd what about hydros? should there be 0,1 or 2 on the spwanisland? (2 should be fun i think ;)). (maybe put some on the plateuas in the middle island)
4th #of mexes looks nice. gj (if you add more then 2 underwatermexes/player you should maybe lower the # on the sideisland)
5th pls NOT more then 5 k easily reclaimable (stacked!) reclaim. there can ofc be more reclaim but more in the style of rocks between trees (on the middle island).
6th there could even be some underwater hydros ...

Statistics: Posted by Turinturambar — 15 Feb 2016, 09:48


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2016-02-15T06:22:30+02:00 2016-02-15T06:22:30+02:00 /viewtopic.php?t=11743&p=120284#p120284 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]>
bugblatterbeast wrote:
Too much water.


;)

Lowerlevel players didnt get the memo about hover, zooey spam is oh so common, i want them to makes boats too xD

Statistics: Posted by biass — 15 Feb 2016, 06:22


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2016-02-15T05:30:11+02:00 2016-02-15T05:30:11+02:00 /viewtopic.php?t=11743&p=120283#p120283 <![CDATA[Re: A naval 1v1 map - I need ladder player input!]]> Statistics: Posted by bugblatterbeast — 15 Feb 2016, 05:30


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