Prince__ wrote:Firewall wrote:5x60 km map
Your map idea is very nice but I can't really put the words in a picture ... , It would be nice if you could do that for me. :S
I have tried such maps ,but that's only bugging. I have no idea how the hell that worked on Winter Duel.( I could try it again , just the heightmap ofc first. )
No worries, I've put this concept sketch together for you. Hopefully, it should help.
Edit: I forgot to mention. The image shown is only a half map image and should be rotationally symmetrical about the middle island. You should also note that the forward starting position (player 10) is on team 2, not team 1. This should mean that when auto team settings are set to "even vs odd" slots. The forward players will be behind enemy lines. But when it is set to "left vs right", they will start on the same team side. These possibilities should add to the strategic depth and utility of the map. Making it more enjoyable to play.
In thinking of the map concept, I wanted to borrow something that players enjoy from
Seatons Clutch and
Canis 4v4. Having teams in the safety of a Cul-de-sac. With a concentrated battle space, and a drawn out sluggfest over a long straight channel. Static defences have greater significance. But mobile units in the air, sea or land will always be useful. Because all 10 players are concentrated in this same battlespace it will be non-stop tag team action. With the inertia of distance...
Yet, having forward players in vunerable positions will get into the action quickly, and prompt fast and early action. Naval units will be useful as siege breakers - but the lack of open waters would make them vunerable to land units and experimentals on the river banks. The series of river crossings will give useful hold points, and give victory to the team which can best utilise combined arms warfare. I expect great things from this map