[WIP] Gibraltar's Clutch

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[WIP] Gibraltar's Clutch

Postby Phelom » 11 Apr 2015, 18:27

Hi commanders...

The first day i got Map Editor working, i created a map witch is in the Vault, called "GREEN FANG"

Now, to do something real (i mean not taking half day..) i've started a 20x20 Km map for 4v4, inspired from the gloriouse Seton's Clutch, but using a real map of Gibraltar (which is close enough to Seton's..)

So... I spent the whole day trying to mak the map fit right with water elevation (which was so hard to fix) now i think it's ok.. i think that it will be interesting ground... :roll:
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Re: [WIP] Gibraltar's Clutch

Postby nine2 » 12 Apr 2015, 05:39

nice idea. perhaps you need to flatten parts of it to make it buildable on.

also without a land bridge wont that slow things down?
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Re: [WIP] Gibraltar's Clutch

Postby Phelom » 12 Apr 2015, 14:09

Yeah ofcourse (flatten) ... this is just the default map...
I thought to add a bridge but when i tryed it i think let it without bridge... commanders shall transport or build at the other side... also i like the idea of passing some navy...

Maybe will do 2 versions (with and without a bridge) :)

Notice also the mountains in each side which are like natural walls ...

Any other remarks ? ;)
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Re: [WIP] Gibraltar's Clutch

Postby rootbeer23 » 12 Apr 2015, 14:56

you can try this if you like it:
the front guy in each team starts at the opposing landmass
with some good defensive terrain or a few civ pds or some extra mass points.
just enough so that before the front gets overrun 3v1 the allies have
ships/air to support.
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Re: [WIP] Gibraltar's Clutch

Postby Blodir » 12 Apr 2015, 15:01

I have tried something like this (using a heavily edited real heightmap) before, sadly it didn't turn out very well and I discontinued it. Hope you can make it work though :)
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Re: [WIP] Gibraltar's Clutch

Postby Phelom » 12 Apr 2015, 16:05

Hi... here some updates ...

I worked a bit on the see... looks more realistic
I also tryed if the Atlantis and the Tempest can pass through the narrow passageway... now it's ok... but only one by one ;)

I'll work now on smoothing ... i'll leave many mountains ... just like natural wall... ;)
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Re: [WIP] Gibraltar's Clutch

Postby nine2 » 12 Apr 2015, 16:13

non-landbridge sounds nice

right sea is smallish, maybe thats a hover fight? and left is naval fight?

how can it be balanced when it is so asymmetrical?
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Re: [WIP] Gibraltar's Clutch

Postby Phelom » 12 Apr 2015, 16:29

partytime wrote:non-landbridge sounds nice

right sea is smallish, maybe thats a hover fight? and left is naval fight?

how can it be balanced when it is so asymmetrical?



I'm thinking of that... but i'm sure that we can make it balanced...

Look at the building map... left is more buildable than right, true also for land...

We can play on sharp/unsharp area to reduce buildability...

thinking also on resources...
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Re: [WIP] Gibraltar's Clutch

Postby Phelom » 12 Apr 2015, 16:30

Also notice that the battle will be Top vs Bottom... so each side hase the same constraints ;)
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Re: [WIP] Gibraltar's Clutch

Postby Phelom » 12 Apr 2015, 16:59

Maybe somthing like this
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