Hutt's Clutch

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Hutt's Clutch

Postby arhurt » 09 May 2020, 18:32

Newest versions on the vault:
HuttsClutch - 4v4
AdaptiveHuttsClutch - up to 16 players with some mex configurations
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==== ORIGINAL POST BELOW =====

This map is uploaded to the vault with the name HuttsClutch.
It's my first map and I consider it an Alpha, I want to first focus on gameplay to better understand the balance of the game.

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My goal was to create a 4x4 map in a similar vein to Seton's Clutch, but inverse the sea and land positions.

I've tried to provide decent chokepoints for the two land players on the corners as well as the possibility to switch to naval for the lower land one. The central player has to dedicate to dominate the sea as the large pond offers areas of aggression to almost all players.

Another goal of mine is to provide heavy emphasis on air transports as I believe they add dynamism to player strategies as well as provide venues for amphibious assaults if the sea lanes are clear.

On the visual side I am taking comments, but the focus of improvement should be mainly on gameplay for now.

If you get a few minutes to check it out, any comments, tips and criticism are greatly appreciated. Thanks for your time.
Last edited by arhurt on 13 May 2020, 05:17, edited 3 times in total.
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Re: Hutt's Clutch

Postby arhurt » 09 May 2020, 18:38

I've re-uploaded the map and hopefully addressed the following feedback items, thanks!
- Changed all T4 wrecks to Salem/T3 Bots on the central island and the beaches
- Smoothed out the bottom of the sea so amphibious units have an easier time traversing
- Fixed the broken 10 mexes vs 5 mexes on the corner hidden mountains

As of right now I think I need to see some playtests, I'll try to be online on Sunday tomorrow for the majority of the day if possible, but it's much easier for me to play on weekdays due to the family needing my attention on weekends!

Thanks for the feedback and I will address and improve on the other points raised, but I felt like the above made the map unplayable to the level I want to provide the community, thanks!
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Re: Hutt's Clutch

Postby arhurt » 11 May 2020, 01:39

Ok guys, revision is up on the map after the first playtest.
- Opened up more areas for engagement and gameplay by moving spawn positions further apart and opening up space
- Revised Naval base and surrounding areas to allow more room for water gameplay
- Moved the "Goody Island" inland to make it more interactive with the rest of the action
- Revised team names and positions to let auto-teams do its job

Below is a clean capture of the new terrain:
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And a quick visual changelog:
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If you have any comments, all are welcome. If you get a chance to host and play on it I'd love to hear your feedback and get a look at the replay. Thanks a lot!
New version is up on the vault.
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Re: Hutt's Clutch

Postby arhurt » 11 May 2020, 08:31

Captured some screenshots from the map in-game

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Re: Hutt's Clutch

Postby arhurt » 11 May 2020, 19:49

If you want to add cool overlays like I did above, I've set a guide here https://imgur.com/a/LyVeirJ
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Re: Hutt's Clutch

Postby arhurt » 11 May 2020, 20:41

A plan to make the map 8v8

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Re: Hutt's Clutch

Postby arhurt » 12 May 2020, 08:22

New adaptive version is out! up to 16 players.

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Re: Hutt's Clutch

Postby arhurt » 13 May 2020, 03:11

Updates some height for the valley visuals

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Re: Hutt's Clutch

Postby Achilleshiel » 19 May 2020, 18:43

First of all, really nice map.

In the latest version of the map, landbridge east and west of the water are wider than the original.
However, it seems that the terrain type is not updated and there is still impassible terrain that matches with the original coastline.
It would be really nice if you could update this.

Another request would be to reduce the number of mass spots for the 4v4 player map.
We think that less MEX would promote more fighting over the mass.

Anyway, thanks for this awesome map.
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Re: Hutt's Clutch

Postby Cuddles » 19 May 2020, 19:35

looks really good and well presented.
Turinturambar defended very valiantly
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