Idea for a Map

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Idea for a Map

Postby Iszh » 11 Jan 2016, 19:48

The idea is to create a nice mix of pyramid seton hilly and wonder all the maps i like 8-)
It should be a snow/winter map for nice january feeling. We suffer a lag of nice winter maps. Once it is discussed a bit and somebody tells me it could be a good idea i try to do something like this.

1. From Pyramid i like the mountains in the corners where you can built nice fortress and nearly create a whole base. In the picture the left top side should be a pyramid corner. Additional the side mountains with mexes for the air player not many just 2-3.

2. From Hilly i like the landscape for fighting between those nice hills. The player who is responsible for land fight in top left corner should find those hills up there like on the picture.

3. Wonder provides a nice open land battle. In the middle of this map should be crater with reclaim stones like on wonder and mass spots 4 each side of the crater. At the middle between the side player of 5v5 wonder version exists alike constellation without big reclaim but mexes in the middle to fight arround. If there will be a 5v5 version of this map i advise to make even 2 spots for this open middle land fight.

4. Seton a nice naval fight up to t3 lategame navy. Two players should be forced to play a seton beach. I am not sure about the island down there maybe a small seton like island with 5 mexes would be fine. There should be definately no island somewhere in the middle of the water so ships will have open sea battle without circling arround islands.

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Short explanation of picture:
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-Black lines are mountains
-purple lines and circles are mex locations circles means more and lines mean spread mexes along
-red is possible reclaim
-green stars as you can guess acu start positions

Anchor.jpg
Anchor.jpg (99.65 KiB) Viewed 2984 times


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Expected gameplay:
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Since the land positions are very open through middle it is not so easy to ignore land and help the water player. Land players should be forced by this to play land as naval players should have no option except playing navy since they would lose their base to ships. The flat mountains in front of air players should be alike seton there is a mountain where you can drive over as well in front of air player main base. The base of the middle land player should be in range of 2,5km battleships and t2 cruisers only to avoid an early rush with t2 navy to delete immidiately water and land base. Same for several mass spots the purple circle for air player mexes should be in range of 2,5 km water weapons. The mountain in the middle of the map is the way for naval player mexes and should be with narrow ways to make it easy to wall there so the naval players dont have to focus to much on land. On seton there are the rock and beach positions not the same strength (ammount of mexes) to create a "gameender situation" rock player should win over beach. Here on this map something like this is not intended since we have no mirror side. An interesting idea would be to create alike not asymetric gameplay with land and water so on one side water gets 2 mexes more on the other side the land player on the other side of the map. The mountain in the middle of the map also should prevent t1-t2 ships from harming the land players.

Maybe some suggestions how to improve this idea or if a map like this exists?
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Re: Idea for a Map

Postby Ithilis_Quo » 11 Jan 2016, 20:28

it looks great, only problem what i see is that crucial air spot.
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Re: Idea for a Map

Postby Iszh » 11 Jan 2016, 21:27

Chosen also told to make it without air spot. Maybe a 3v3 would be nice. or maybe i will move everything a bit and make it 4v4 with 3 land players and 1 naval. So far i cant start editor but the time will come ...
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Re: Idea for a Map

Postby Ithilis_Quo » 11 Jan 2016, 22:01

Some lame painting, with some ideas.
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Re: Idea for a Map

Postby Col_Walter_Kurtz » 12 Jan 2016, 16:29

Looks like an awesome map idea.

No matter how you turn it, one spot will be designated as the air slot. It shouldn't be treated as something that is undesirable either, if only because the most successful maps have dedicated air slots. Trying to change that with map design is futile unless you change the game itself. The fact that T3 air requires high power production is the reason for air slots, hard eco and RAS is simply necessary. I personally don't have a problem with that either. In it's own way it promotes teamwork. It's only bad when your teammate decides to noob out, loses his connection or does some other idiocy.
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Re: Idea for a Map

Postby Iszh » 12 Jan 2016, 16:44

I am more worried about the map size atm. If i take a 20x20 then the air slot and naval slot are fine but the land war will never happen before t3. I checked it and all sucessful land maps are 10x10. But on the other hand on seton the naval players are not using the 20x20 size maybe if i put them maximal in the corners the distance for a nice t3 naval fight will be enough.

THe air slot is optional i will think more about this.
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Re: Idea for a Map

Postby RoLa » 12 Jan 2016, 16:57

Iszh wrote:I am more worried about the map size atm. If i take a 20x20 then the air slot and naval slot are fine but the land war will never happen before t3. I checked it and all sucessful land maps are 10x10.
Why not 20x10 ?
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Re: Idea for a Map

Postby speed2 » 12 Jan 2016, 17:05

Make it 15x15 and problem solved.
How to do it? create 20km map. Resrict playable area following this guide http://wiki.faforever.com/index.php?title=Map_Editor#Defining_gameplay_areas
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Re: Idea for a Map

Postby Col_Walter_Kurtz » 12 Jan 2016, 17:10

You can maybe emulate a Seton-like placement, with a "front" player on reclaim and early combat duty. It has more dynamic than the Wonder-like side by side placement. You can't really tell what will happen but I assume that since you dont have double oceans, the other land player(s) will quickly join the fight with T1 or at least T2.

Maybe you will get proxy bases depending on layout of mexes, like on hilly plateau for example (or is that not 20km?).
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Re: Idea for a Map

Postby Morax » 12 Jan 2016, 17:12

More team game maps without a hydro at the start, pl0x. Make people work for their BOs!!!

This looks like a great concept although the choke points are so obvious is eh... I like "Open" maps like wonder and hilly plat because you don't end up in a fire base war 99% of the time, raiding is useful, etc, etc.
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