A naval 1v1 map - I need ladder player input!

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Re: A naval 1v1 map - I need ladder player input!

Postby biass » 13 Feb 2016, 05:53

The problem with underwater mexes is that they look horribly bad, i'll see if i can alleviate that issue with some clever elevation modelling, otherwise i probably wont include them,

Also, im not looking to create a Roanoke/Glaciers clone, im looking to create an entirely new map with it's own gameplay, keeping that in mind, keep the suggestions coming in.

Also, to the guy saying to remove mexes to make an 'epic map' what exactly are you talking about? you mean making it a theta style spam fest? im looking to create viable gameplay at all tech levels, not only one, soz <3
Map thread: https://bit.ly/2PBsa5H

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Re: A naval 1v1 map - I need ladder player input!

Postby keyser » 13 Feb 2016, 05:56

Not sure if they look bad, but certainly doesn t in craftious maximus
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Re: A naval 1v1 map - I need ladder player input!

Postby biass » 13 Feb 2016, 06:06

I think IMO, that with flat water lying around you can throw mexes anywhere, i have an idea to make them look placed deliberately, but otherwise we may have to think up better ways of using subs

screen shots later
Map thread: https://bit.ly/2PBsa5H

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Re: A naval 1v1 map - I need ladder player input!

Postby Mad`Mozart » 13 Feb 2016, 09:29

Hm trying to make a map from 435879 people suggesting what they like... good luck with that :D
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Re: A naval 1v1 map - I need ladder player input!

Postby biass » 13 Feb 2016, 09:40

Mad`Mozart wrote:Hm trying to make a map from 435879 people suggesting what they like... good luck with that :D


Thanks pal xD
Map thread: https://bit.ly/2PBsa5H

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Re: A naval 1v1 map - I need ladder player input!

Postby Turinturambar » 13 Feb 2016, 10:21

Also, to the guy saying to remove mexes to make an 'epic map' what exactly are you talking about? you mean making it a theta style spam fest? im looking to create viable gameplay at all tech levels, not only one, soz <3


since it is a naval map early agression is not that much of a deal and if there are a of mexes 24/7 ecoong (roanoke) becomes the only viable strategy since t2 navys impact+cost

best make not too many very spread out mexes to force more agressive gemaplay.
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Re: A naval 1v1 map - I need ladder player input!

Postby Mot » 13 Feb 2016, 13:16

looks like it wouldn't have the typical 4 mex 1 hydro without moving acu start +1
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Re: A naval 1v1 map - I need ladder player input!

Postby biass » 13 Feb 2016, 13:19

If i told you frigs are the most cost effective naval unit would you believe me?

maybe if you player sub 1300 ladder ecoing would be 24/7 but often games with navy are fought with heavy air raiding and dropping, claiming the islands will be important , adding less mexes will probably mean the same thing but slower imo
Map thread: https://bit.ly/2PBsa5H

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Re: A naval 1v1 map - I need ladder player input!

Postby biass » 13 Feb 2016, 17:02

Image

An underwater mex, placed onto a spot that at least looks like it is meant to be there, i had ideas about making some lines of grey to make the map look like some oil rig but i think we keep it natural

The mex might also be ground fire-able, but i am not sure if people would hate that idea...
Map thread: https://bit.ly/2PBsa5H

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Re: A naval 1v1 map - I need ladder player input!

Postby Turinturambar » 13 Feb 2016, 22:33

maybe if you player sub 1300 ladder ecoing would be 24/7 but often games with navy are fought with heavy air raiding and dropping, claiming the islands will be important , adding less mexes will probably mean the same thing but slower imo


ecoing a lot is a normal thing at 2k+ on maps like roanokesine it is just too difficult to overwhem an island with early spam/air and frigattes can only raid the outer 4 mexes of each island. usuallyits 2st 4 minutesgetting the islands/dniing them with air then its eigher gg or both eco a lot and build some frigates then go t2 navy, t2 air hoovertanks etc.
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