Lionhardt's WIP Mapping Thread

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Re: WIP thread

Postby Apofenas » 21 Jan 2018, 18:40

I intended to move only one mex from 4-mex cluster. You moved all 4. This isn't very good as now you will go for a ledge build on a closer mex cluster. XD. I guess I wasnt detailed enough.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: WIP thread

Postby Lionhardt » 21 Jan 2018, 19:02

I see. Corrected version is up. Tell me then if I got your other suggestions right and if you think they have the desired effect.
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Re: WIP thread

Postby Lionhardt » 22 Jan 2018, 20:18

Had a new idea. I still have not given up on the concept of the multi layer platform map where transports are very important. I tried with with a few different maps now... only some of which I finished... one was Fervent Soil and Torrid Suns which didn't work out for some reason... I remember too much reclaim being an issue. And the one I published (Hexagonian Drylands) last also was designed around this concept. I want to push the concept further though and this is the layout that I came up with so far:

The idea is to put most of the resources into the low grounds that each have to be contested individually. The map basically consists of three layers that need to controlled. The low ground pockets with the resources, the mid level from which the pockets can be shelled with arty for example and the "frame" area that can be used to invade the opponents main pocket or the opponents base... ACUs will probably spawn where the spiral bits are. And I will probably add some more ramps onto the frame level from the mid level.

I am also not sure if I will stick to the artificial look.

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Re: WIP thread

Postby nine2 » 23 Jan 2018, 06:32

If you have to transport rush to win, you can lose in the 1st 5 minutes but it takes 20 mins to actually die. That would be agonizing in ladder. If most of the pockets were small enough to be reached by arty that could equalize it ... you need an early transport to get there but you cant hold it for long without land.

This map seems hard enough without the frame and the sub pockets.
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Re: WIP thread

Postby Lionhardt » 23 Jan 2018, 12:32

The subpockets (the squares?) are intended to be ponds to hide your ACU and what not. NAd you can always ledge build. No need for transports necessarily, but certainly transports are an option.
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- Hexagonian Drylands
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Re: WIP thread

Postby keyser » 23 Jan 2018, 13:16

I had some issue on your previous maps to recognize where are the hole, where are the high hill, and how to access each of them (do i need to drop, will my engie get out of the hole/high hill after i dropped them.
In general i feel like they are hard to read (mainly talking about : Hexagonian Drylands and this one viewtopic.php?f=53&t=6662&start=60#p79578 )
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Re: WIP thread

Postby Lionhardt » 23 Jan 2018, 13:18

Hm, on daring pursuit (the linked one) intentionally color coded the height levels with green and dark brown. I intended to do the same for this new one.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
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[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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Re: WIP thread

Postby keyser » 23 Jan 2018, 13:23

yeah it was more obvious for this one, but it already happen that i dropped my acu and build a base in 1 of the hole of daring pursuit, and realize that i couldn't walk to the top to defend from arties for example. (especially there is hole where you can walk in/out, and some not) maybe it's just me being retarded though.
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Re: WIP thread

Postby Lionhardt » 23 Jan 2018, 15:58

I definitely could have done a better job at making impassable edges more apparent. But then again I never got to fine tuning stuff like that because never actually finished Daring Pursuit in the first place, as the entire layout did not work.

But I will make sure to make this more obvious in this one.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
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[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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Re: WIP thread

Postby Lionhardt » 23 Jan 2018, 17:37

Did some tweaking. Not sure yet whether to make the center low ground accessible by land from mid level or not...

hm8.JPG
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Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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