[Map] Dragon Beach

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[Map] Dragon Beach

Postby Dragonfire » 09 Jan 2014, 03:15

Hi Guys,

here is my second map "Dragon Beach", waiting for battle and your suggestions.

Three spots to fight:

TOP
Try to capture the middle plattform and eleminate/disable the air player.

MID
Hard land battles with suprising units from the bottom or arty from the top.

BOTTOM
Navel, Land, Air? Your decision, but control the area, grab the mass and help mid.


I am not sure, if I should lower the middle plattform with the one entrance.
Normal units can't hit units/structures at the border of the plattform.

Should I reduce the number of ship wreckages and rocks?



Best regards

Dragonfire
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Re: [Map] Dragon Beach

Postby Dragonfire » 10 Jan 2014, 00:41

Suggestions of jaystew:
Place some more mexes at the starting points.

In my opinion it is enough, players must fight and use there coms,
turtling = loosing :D
Also it is intentionally that the air player has only 4 mexes.
With more they rush t2 air and snip coms.

Your opinions?
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Re: [Map] Dragon Beach

Postby rockoe10 » 14 Jan 2014, 12:04

I agree, i don't like more than 4 mex'es so close to the ACU. 3-4 is perfect. At the most i would add a couple Mex's between the starting mid location and the central mex's. This way they are more secure and not heavily fought over. But still, that is adding allot.

Edit:
Perhaps split the island into two parts along the ridge of the map. (i.e. Don't move it, just divide it) this way you don't loss the bottom completely from just one drop, there are two :D
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Re: [Map] Dragon Beach

Postby Dragonfire » 14 Jan 2014, 12:10

rockoe10 wrote:I agree, i don't like more than 4 mex'es so close to the ACU. 3-4 is perfect. At the most i would add a couple Mex's between the starting mid

See the attachment, you mean add mexes at these spots?
Should I then remove one mex from the land player?

rockoe10 wrote:Edit:
Perhaps split the island into two parts along the ridge of the map. (i.e. Don't move it, just divide it) this way you don't loss the bottom completely from just one drop, there are two :D

Great idea !!!
But I think then I must expand it a little bit to the left/right ...

Thank you very much for the feedback :D
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Re: [Map] Dragon Beach

Postby Sulo » 14 Jan 2014, 13:04

I think mex number is fine for this map, you can't tech so fast and fights are over fast anyway, I think splitting the island is great idea, might even split them in 3, two on sides with 1 mex each and one in middle with 2 mexes.

You might want to lower the hill in mid, TMLs have hard time crossing it :P
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Re: [Map] Dragon Beach

Postby Dragonfire » 14 Jan 2014, 13:08

Sulo wrote:You might want to lower the hill in mid, TMLs have hard time crossing it :P


I know :D Free tmd ^^

Sulo wrote:I think mex number is fine for this map, you can't tech so fast and fights are over fast anyway, I think splitting the island is great idea, might even split them in 3, two on sides with 1 mex each and one in middle with 2 mexes.


I like the idea of moving one mex of each player to the front ...
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Re: [Map] Dragon Beach

Postby pip » 14 Jan 2014, 13:15

I would advise to check that the mexes that are close to the sea are in firing range of frigates, so that the bottom player who wins sea has a good advantage, even if he doesn't have auroras or fobo to reach these mexes.
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Re: [Map] Dragon Beach

Postby lextoc » 14 Jan 2014, 13:19

I wouldn't make the bottom island available for floating units
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Re: [Map] Dragon Beach

Postby Dragonfire » 14 Jan 2014, 13:28

lextoc wrote:I wouldn't make the bottom island available for floating units


How?
If i place moutains around, or make a high plattform, t1 navel cann't attack it.
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Re: [Map] Dragon Beach

Postby lextoc » 14 Jan 2014, 13:35

Dragonfire wrote:How?
If i place moutains around, or make a high plattform, t1 navel cann't attack it.

There's a map that does the trick, check out TAG Voi Vittu
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