This was the general idea of the map: Make the map a combination of land/navy (and the possibilities of air drops). Have the spawns not on the edges of the map but more towards the center, but without having a straight way to the opponents base so the travel distance will be higher and there will be less t1 spam. Frigates rape fobo's/aurora's in small amounts and can also reach the beaches to avoid runby's. There will be mexes in/near the water to make this grab of territory worthwhile. Cybrans will have salems and uef/sera will have cruisers to make t2 navy worthwhile in both ponds. Also cybran and aeon will be able to bombard the more inland areas with destroyers.
Yes the map has very few raid possibilities at the start, but we already got 9000 maps focussed around t1 spam. I wanted to create a map with more of an eco focus, but where you can't go full turtle because of the t2 navy threat.
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.
" the spawns are bottom left vs top right (on the mid plateau)"
About the terrain generation: I obviously know about that. Aside from that i'm mostly talking about the gameplay aspect of the map.
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.
Why wouldn't mid be used? Heavy unit spam + gun is still possible. On teamgame maps there is always constant fighting on 1 lane only between 2 players and will see a lot of action. The difference is that now you have to worry about the 2 navy sides too.
Frigs will lock the sides down, so.. navy will be used. That's good right? Once 1 player locked it down with frigs, he himself can send units alongside the beaches to harass.
Also, don't forget it's a 10x10 map. You can use t1 bombers to clean up any early hover.
Dw about the mountains. They look bigger in world machine and i can easily change the height with a few clicks.