the beaches stay green i dont give shit bout your personal taste in colour
so i decided that the fact that sera and uef cruisers can shoot at the highest areas is actually just fine I watched a lot of replays and cybran destroyers often prove more effective at destroying these areas anyway. the map CAN be very turtly so cruisers can put a lot of pressure on the enemy base so games don't last for hours lol...
known bugs/imbalances:
- Sorian AI complains about missing markers.(but it still uses them so no idea whats going on atm- this seems to be merely a cosmetic problem tho)
Changelog:
Spoiler: show
TODO:
- create prettier terrain
- find a propper fix / balance for cruisers and high plateaus
- add fun events / points of interest
Please give feedback on bugs or imbalances, should you find any =)
and don't hesitate to make suggestions for improvements ^_^ I want this map to be a strategical challenge, so any possible strategy you can think of that you can't see workig right now let me know =)
features:
-high to low altitude combat.
-the map is tailored towards a lot of weapon ranges. (e.g. well placed T2 arties can be very impact full)
-securing the high platforms is crucial. they are easy to defend against air and cannot be touched by sea therefore they serve as excellent strategical locations.
- natural obstacles on sea and land that encourage strategical placement of units and reward micro.
- early power boost for back spot and lack of mass extractors should encourage air to engage more into early game action and securing the high plateaus instead of eco whoring
- most mexes are placed in a way that they are very vulnerable to t1 sea harassment. others are in positions where they can be easily harassed by arties from high and well secured places.
- although this is a 20 x 20 map spawn positions are "fairly" close to each other allowing for both aggressive and defensive play.