(6p) Kathari Ruins

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Indrid
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(6p) Kathari Ruins

Postby Indrid » Sat 05 Apr, 2014 5:32 pm

New 3v3 map. Slightly experimental (for me anyway) in that it's not entirely symmetrical. Point layout is, but some structural elements are not. The idea was to create a map that seemed less like a "game map" and slightly more natural. Like some of the retail maps were. Risky! Might not work out, but we'll see.

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Enjoy
Atlas

Re: (6p) Kathari Ruins

Postby Atlas » Sat 05 Apr, 2014 5:58 pm

Already love it based on the fact that it's NOT a Refinery or a Gate.
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Re: (6p) Kathari Ruins

Postby Venjitron » Sun 06 Apr, 2014 11:31 pm

i like it....only thing i can think of from an observers opinion is trimming the edge fat off the north and east sides near the edge power node
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sterling
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Re: (6p) Kathari Ruins

Postby sterling » Sun 06 Apr, 2014 11:57 pm

Looking good, like the asymmetry.

Just wondering out loud, is it possible to combine two different tilesets in one map?

So for example one half of the map would be jungle and then the other half would be a cityscape perhaps with city walls/gates through the centre.

Was just thinking as all maps in dow2 seem to stick to one environment.
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Re: (6p) Kathari Ruins

Postby MaxPower » Mon 07 Apr, 2014 1:43 am

It is possible. I did it with Garzweiler Mine, although the map has some really big flaws gameplay wise, the looks are okay/good.

MHhh....might make a redux version of Garzweiler Mine, making it more fun to play/ turning it into a good map.
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Nuclear Arbitor
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Re: (6p) Kathari Ruins

Postby Nuclear Arbitor » Mon 07 Apr, 2014 2:19 am

you have a limited number of textures but they can be any textures you want.
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Swift
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Re: (6p) Kathari Ruins

Postby Swift » Mon 07 Apr, 2014 1:14 pm

I have just downloaded it, so I will try it out right now and feed back on this thread.
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Re: (6p) Kathari Ruins

Postby Indrid » Mon 07 Apr, 2014 2:13 pm

As Nuclear said you are limited to seven tile types which can make it difficult, but you're not limited in any other way.
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Re: (6p) Kathari Ruins

Postby Takadekadaka » Wed 09 Apr, 2014 9:49 pm

If you download, install and host the map, will those invited to the game have the map downloaded into their client automatically or would you have to have them install it themselves before playing?
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Indrid
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Re: (6p) Kathari Ruins

Postby Indrid » Thu 10 Apr, 2014 12:26 am

They need to install it themselves. If you invite them with the map already selected they won't be able to join, if you select it after they join they won't see the map preview and the game won't load.

Hopefully it makes it into the next build if Lulgrim/Caeltos approve, so everyone will have it.
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sterling
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Re: (6p) Kathari Ruins

Postby sterling » Thu 10 Apr, 2014 12:51 am

MaxPower wrote:It is possible. I did it with Garzweiler Mine, although the map has some really big flaws gameplay wise, the looks are okay/good.

MHhh....might make a redux version of Garzweiler Mine, making it more fun to play/ turning it into a good map.


Just seen an old replay on it, really nice map in terms of aesthetics and feeling like a real place as opposed to an "arena".

Would not be opposed to more in this style, so long as you say it works in terms of game play.
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Re: (6p) Kathari Ruins

Postby MaxPower » Thu 10 Apr, 2014 1:22 am

The thing with natural looking maps is that they take longer to make and that they might not be totally balanced, unlike a mirror map.

If you make a "mirror map" you only have to create 1/2 of the map, the other part is basically just copy and paste which means that it saves a lot of time, it also means that both sides have the same advantages/disadvantages.
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Swift
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Re: (6p) Kathari Ruins

Postby Swift » Thu 10 Apr, 2014 6:32 pm

I tried the map. I like the general aesthetic and the feel of a map that has been well thought out from a stand point of it looking real, rather than just an arena. The map has nice up and down sections and plays in an interesting way because of the abundance of tall areas. I can see problems in these sections create horrible chokepoints for infantry and vehicles, what with DoW's path blocking. The effect of setup teams and jump units are probably even more critical because of these tall areas and restricted movement.

From the perspective of being added to the mod in the next patch, it really isn't very balanced for games. Then again, we have Garzweiler Mine, so anything could happen.
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Re: (6p) Kathari Ruins

Postby Dark Riku » Thu 10 Apr, 2014 6:54 pm

Swiftsabre wrote:From the perspective of being added to the mod in the next patch, it really isn't very balanced for games. Then again, we have Garzweiler Mine, so anything could happen.
The map is great like this and should definitely be in the 3v3 map pool.

I don't get the comparison to the mine at all :/
A map that should and will get a rework once Max gets the time and will to do it.
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Re: (6p) Kathari Ruins

Postby Ace of Swords » Thu 10 Apr, 2014 7:21 pm

Yeah the map doesn't really have any problem by itself, the fighting zones are large enough to not warrant any LoS advantage even if the map isn't symmetric, aside from that the only thing that bugs me is that far top power point, it's kinda "meh" it should either be closer or there should be one at bottom too, since most of seems to be concentraded between mid and top and bottom is kind of left alone.
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Re: (6p) Kathari Ruins

Postby Indrid » Thu 10 Apr, 2014 7:22 pm

A valid criticism of Estia (early versions anyway) was that it was far too open. I really wanted to create distinct paths of attack with this map and make it not seem so vastly open, within reason.

I was very careful to leave plenty of flanking opportunities for defensive structures/set-up teams though. The exception being the contested power in the NE corner, which you could perfectly cover with a turret and have it be hard to hit. I kept it like that as it's very rare to see a turret on a contested power, though there is only one contested power on the map so it could make a huge difference. Or be a huge tragedy. It means you are shifting your forces away from VP/transitional areas if you want to support the turret past T1, so I thought it created an interesting dynamic for those that want to attempt turret play up there.

It's very difficult to please everyone in terms of open-ness vs path-blocking, but I don't agree that the map is fundamentally "not balanced for games". You mentioned path-blocking and choke points, but there should be plenty of ways into every area so it's only a choke point if you don't bother flanking/going another way. Jump units are powerful? Then their counters become powerful.

Not sure if you only played with AI or got some games going, but we played 5-6 games and didn't run into any choke point issues. The games were in fact very fluid with very little defensive play, surprisingly.
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Re: (6p) Kathari Ruins

Postby Castle » Sun 20 Apr, 2014 12:12 am

I'll DL this too and have a test


Looks really green though ;)

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