Morax wrote:
Where are the start positions? If you intend them to be in the top and bottom middle - for instance - you are going to see a pretty typical one-choke-point style match with "hover spam" advantage along the sides. Do not copy it exactly, but look at a nice map like Loki where there is tiered terrain, at least 3 "lanes" in the middle, 2 others on each left/right, etc.
The terrain generation looks decent although I worry about the engine handling the fine-point peaks. It looks nice and I wish it could stay, but the texture application in this game blows and you can't "patch-work" to build up sharp peaks.
Try adding some hypothetical resources locations by simply adding "dots" on the land in paint as a concept so I can better visualize the expansion meta.
Plasma_Wolf wrote:
The middle between the mountains will be ACU play and the sides won't get used too much for units. As long as the game is in the T1 stage I think you've created a veterancy pool for the ACUs in the middle.
Units along the sides won't help because the side is a long choke point and frigates will lock it down by just lying in wait. However, Aeon and seraphim have a massive advantage because of the hover. Early hover can deny the frigates from being built.
The mountains are quite high. So high they'll easily mess up pathfinding for all air units. I think that halving their hight will make air work. The mountains look awesome though. Maybe a tiny bit of blurring so that they don't look ridiculously jagged and sharp, but that's mostly personal taste.
I'd think of turning the outside of the mountains in a plateau to go on top of the plateau. It opens room, and gives three good paths for all land units. It also makes sure that the ACU isn't OP. It can hold one path but keeps the rest open for units going back and forth.
Statistics: Posted by Farmsletje — 01 Sep 2017, 17:04
Statistics: Posted by Plasma_Wolf — 31 Aug 2017, 20:34
Statistics: Posted by Morax — 31 Aug 2017, 18:12
Statistics: Posted by Farmsletje — 31 Aug 2017, 10:00