[Map] Dragon Beach

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Re: [Map] Dragon Beach

Postby Blodir » 14 Jan 2014, 14:00

I'd have 4 mexes next to com with 1 extra mex and a hydro close by for each player (please no double hydro for anyone, you don't want to be forcing metagame, let players decide if they want to air or not). Land players should have expanding mexes in controversial territory.
I'd move the mexes closest to the center further towards the middle of the map so t1 arty can harass them from both sides. A similar thing could be done with the bottom mexes of the main landmass, they should be easily harassed by frigates. Continuing the theme of land aggression: reclaim should also be available in the middle. Not in the form of t3 wrecks, but tons of trees, rocks and maybe t1-t2 wrecks. Maybe add even more mexes, so it truly becomes a full blown fight for the middle landmass instead of a turtlefest. I personally don't think the bottom island needs any changes. As long as frigates can easily harass those mexes aurora/zthuee spam doesn't seem like a huge problem. It'd be interesting to have a couple of underwater mexes though.

With all of these changes the map should become much more aggressive.
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Re: [Map] Dragon Beach

Postby Dragonfire » 14 Jan 2014, 14:08

Blodir wrote:I'd have 4 mexes next to com with 1 extra mex and a hydro close by for each player (please no double hydro for anyone, you don't want to be forcing metagame, let players decide if they want to air or not). Land players should have expanding mexes in controversial territory.
I'd move the mexes closest to the center further towards the middle of the map so t1 arty can harass them from both sides. A similar thing could be done with the bottom mexes of the main landmass, they should be easily harassed by frigates. Continuing the theme of land aggression: reclaim should also be available in the middle. Not in the form of t3 wrecks, but tons of trees, rocks and maybe t1-t2 wrecks. Maybe add even more mexes, so it truly becomes a full blown fight for the middle landmass instead of a turtlefest. I personally don't think the bottom island needs any changes. As long as frigates can easily harass those mexes aurora/zthuee spam doesn't seem like a huge problem. It'd be interesting to have a couple of underwater mexes though.

With all of these changes the map should become much more aggressive.


Tthe map is aggressive already xD
atm many (specially low rank player) hate the map, because if you turtle, you lose already and you have not much mass in your base.

underwater mexes sounds interessting
wreckages and trees are already in the mid ;)
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Re: [Map] Dragon Beach

Postby Blodir » 14 Jan 2014, 14:13

Yeah, I never got around to actually playing it yet so wasn't sure about the amount of reclaim, sorry :P

Tthe map is aggressive already xD
atm many (specially low rank player) hate the map, because if you turtle, you lose already and you have not much mass in your base.


Well this is coming from an above average player so we are bound to have a little varying opinions. I don't think I'm alone with wanting to have more aggressive 4v4 maps. 90% of custom games are on very ecowhore-y maps where you only need to pay attention to one thing at once. Very boring IMO.
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Re: [Map] Dragon Beach

Postby Dragonfire » 14 Jan 2014, 14:24

Blodir wrote:Well this is coming from an above average player so we are bound to have a little varying opinions. I don't think I'm alone with wanting to have more aggressive 4v4 maps. 90% of custom games are on very ecowhore-y maps where you only need to pay attention to one thing at once. Very boring IMO.


That the point ;)
Rohan or Astro Cratar Battle are maps to turtle and eco ...
(btw. I have a third map calling Dragon Island: Astro Cratar, but with more spots/island to fight)

We had so much fun on DragonBeach.

Maybe you have also some good suggestions for the new version "Dragon River":
http://www.faforever.com/forums/viewtopic.php?f=2&t=6159&start=20#p61363
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Re: [Map] Dragon Beach

Postby Dragonfire » 24 Jan 2014, 10:55

version 2 released:

  • reworked the bottom island
  • lowered the middle plattform
  • added 2 underwater mexes
  • removed one T2 cybran wreckage at the mid and added more t1/t2 wreckages
  • added decals
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Re: [Map] Dragon Beach

Postby lextoc » 24 Jan 2014, 11:07

Looks good! I'll play a game on it as soon as I get home
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Re: [Map] Dragon Beach

Postby rockoe10 » 24 Jan 2014, 17:37

Awesome! Shaping up nicely. Haven't got to play any multi player games yet to test out wreckage.
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Re: [Map] Dragon Beach

Postby TheKoopa » 11 Nov 2014, 21:02

I just played this, very nice map.

Just a couple of things: remove some rocks that are between the ridge and bottom player and remove some reclaim from the bottom island, waaaay too many pgens.
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Re: [Map] Dragon Beach

Postby Dragonfire » 11 Nov 2014, 21:13

My plans are:

  • remove one hydro for the top player (red cross)
  • minimize reclaim (red cross)
  • add expansion plattforms (blue area)

Should I add a new entrance to the middle plattform? (yellow area)
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Re: [Map] Dragon Beach

Postby odin002 » 11 Nov 2014, 21:15

Just played one game so can't really judge well the map but it sounded like :
-too much reclaim
-too few mexes
-almost no map control (the team who gets the mid have a crazy advantage)
- make maybe some pack of 2/3 mexes together to get more map control... like 3 area of 2/3 mexes?
-more drop option

Something like that maybe ? Just random throwing ideas :
try1.png
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The 4 mexes packed in the top is to make drop more interesting
the mex mid are to make people having more map control, add some mexes (so reduce reclaim I guess), dunno if some islands should be added bot or useless...)


maybe open the mid thing to the bot line (like that there can be interaction between bot and top players)

EDIT : Lol, rather funny, same idea to open the mid entrance, it would be great tbh, more teamplay like that.
And yeah this expand area sounds nice, and make some mexes there (so reduce the other mexes in my screen)
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