The maps of MaxP. - Get 4P Tharsis Forge while its hot!!!

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MaxPower
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Re: The maps of Max Power - DOWNLOAD Meridian High City NOW!

Postby MaxPower » Tue 01 Oct, 2013 5:25 pm

Dark Riku wrote:Well you better get a lobby together then.
And may I suggest you put the pics in a spoiler or something?
So it doesn't have to load ALLLL them pics when you wanna see the thread ^^


Yeah, well how does this spoiler thingy work? ^^
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Re: The maps of Max Power - DOWNLOAD Meridian High City NOW!

Postby Indrid » Tue 01 Oct, 2013 5:50 pm

Not played it yet but it looks excellent. Could be one of the best 3v3s we have. Need to see games on it though obviously.

Max: You should have just created an album on Imgur and linked to it. Embedding all these images is a bit mental.
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Re: The maps of Max Power - DOWNLOAD Meridian High City NOW!

Postby Panda » Tue 01 Oct, 2013 7:01 pm

Middle looks like it's custom built for epic final showdowns between huge armies.

Great work!
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Re: The maps of Max Power - DOWNLOAD Meridian High City NOW!

Postby Nuclear Arbitor » Tue 01 Oct, 2013 7:39 pm

it looks like we do not have spoilers.

lulgrim?
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Re: The maps of Max Power - DOWNLOAD Meridian High City V. 1

Postby hiveminion » Sat 05 Oct, 2013 11:24 am

I really like it, I just played some games against the computer on it. It's very easy to flank and support sides or mid. It's very compact but I think it still rewards mobility because those sudden flanks can be devastating. I also like the central area a lot, it can't be closed down easily by devs or turrets like the contested vp on some other maps, which I think is a good thing.
Awesome work Max!
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Re: The maps of Max Power - DOWNLOAD Meridian High City V. 1

Postby MaxPower » Mon 07 Oct, 2013 4:12 pm

(4p)Meridian High City - Version 1.0
by Max Power

Image

-> Download link for 4P - Meridian High City Version 1.1<-


Background

No Background this time, it's afterall just a city spire.

Layout

Nearly like "Calderis Refinery", but with the looks (i.e. tile sets, splats and splines) of "Capital Spire"

Design

If you wanna know what i had in mind when i created this map, just head to the 6P - Meridian High City post in this thread.

This is the 4 Player version of this map, so yeah, nothing important has been changed, I just moved the middle req points a bit.


Changelog/History

1.0

  • release of version 1.0 of Meridian High City - 4 Player Version

1.1

  • fixed an oversight on my end - players could move units into certain areas and get stuck there

Kind Regards

MaxPower
Last edited by MaxPower on Tue 08 Oct, 2013 4:08 pm, edited 3 times in total.
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Re: The maps of Max Power - GET 4P + 6P Meridian High City!!

Postby Torpid » Mon 07 Oct, 2013 4:20 pm

This looks like a really nice 2v2 map. Will have to play it for sure.
Lets make Ordo Malleus great again!
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Re: The maps of Max Power - GET 4P + 6P Meridian High City!!

Postby Indrid » Mon 07 Oct, 2013 4:49 pm

Woot!
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Re: The maps of Max Power - GET 4P + 6P Meridian High City!!

Postby Nuclear Arbitor » Mon 07 Oct, 2013 7:02 pm

i feel like there's a lot of safe power. i would cut out the power centered between the two bases and move one of the req points there. bear in mind that this is just from seeing the mini map; i don't have any feel for the distances ingame.
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Re: The maps of Max Power - GET 4P + 6P Meridian High City!!

Postby Dark Riku » Mon 07 Oct, 2013 7:27 pm

Nuclear Arbitor wrote:i feel like there's a lot of safe power. i would cut out the power centered between the two bases and move one of the req points there.
This was my first thought too when seeing the minimap.
Will playtest first of course ^^
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Re: The maps of Max Power - GET 4P + 6P Meridian High City!!

Postby MaxPower » Tue 08 Oct, 2013 3:49 pm

Dark Riku wrote:
Nuclear Arbitor wrote:i feel like there's a lot of safe power. i would cut out the power centered between the two bases and move one of the req points there.
This was my first thought too when seeing the minimap.
Will playtest first of course ^^


Just asking, but isnt it the same on 4p calderis refinery, where u have 2 safe gen farms and 2 contested ones?

Also grab the newest versions of the map, due to an oversight on my end, players could move units into certain areas and get stuck there.

-> Download link for 4P - Meridian High City Version 1.1<-

-> Download link for 6P - Meridian High City Version 1.2<-
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Nuclear Arbitor » Wed 09 Oct, 2013 12:42 am

neither of them are between two players though.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Wed 09 Oct, 2013 6:09 am

Nuclear Arbitor wrote:neither of them are between two players though.


Ah, you are right on Calderis u have 1 power farm that is between 2 players (for each team) + 1 very natural gen point. I'd say its exactly the same on Meridian, even down to the distances from the bases to the single gen points.

I also think that 4 power points aren't enough. But that's just me and as I said, i dont know that much about 2on2s to begin with.

Right now I'd like to get some feedback after u did some games on that map.
And maybe u could provide me with some screenshots and tell me what needs to be done, balance wise that is.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Broodwich » Fri 11 Oct, 2013 4:43 am

This map is basically just a bigger version of Calderis, with even safer power. The giant middle is where the huge fights with superunits and artillery win the game, because everyone will get to them. Which is ok i guess, if you like that. Not really my cup of tea.

It would be nice to move a natural power to where the natural vic is but on the opposite side, and move the natural vics further up the sides to make it less of a slugging contest mid

PS am talking about the 3v3
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Lulgrim » Fri 11 Oct, 2013 5:32 am

In the 6p version those extra Power Nodes (right-hand side from HQs 1 an 4) seem to be more in the natural range for these teams compared to Refinery, whereas the natural Req Points (left-hand side from HQs 3 and 6) look like they might decap easier than on Refinery. It's hard to say how this plays out.

On the 4p map, there are definitely three natural Power Nodes per team and this will be a fast tech map. If you want to imitate Refinery, the extra Nodes (left-hand side from HQs 2 and 4) should be more contestable. On 4p Refinery they are a bit hard to keep unless you are clearly outplaying. Design-wise, building gens on a 3rd Power Node is meant to be a risk investment in 2v2 generally (of course you may have specifically wanted faster progression, as e.g. Desert Showdown can be slower).
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Fri 11 Oct, 2013 7:06 am

Broodwich wrote:This map is basically just a bigger version of Calderis, with even safer power. The giant middle is where the huge fights with superunits and artillery win the game, because everyone will get to them. Which is ok i guess, if you like that. Not really my cup of tea.

It would be nice to move a natural power to where the natural vic is but on the opposite side, and move the natural vics further up the sides to make it less of a slugging contest mid

PS am talking about the 3v3


It is just a bit larger compared to calderis nothing much, talkin about ~ 20 meters. Also the pointlayout is nearly identical to calderis, because it is for the biggest part just a copy of caldriss layout, well apart from the left and right contested gen/req combo points. Hence I don't know whats wrong with this map compared to calderis? :?:

Also ofc the giant fights are supposed to be in the mid, just like with calderis and yes I was aiming to make the map like Calderis, because Calderis is the only map in the map pool where the 2on2 map is basically the same as the 3on3 map, with some minor changes ofc but still. So yeah, not gonna change the layout because it mght not be ur cup of tea, sorry. :|

Lulgrim wrote:In the 6p version those extra Power Nodes (right-hand side from HQs 1 an 4) seem to be more in the natural range for these teams compared to Refinery, whereas the natural Req Points (left-hand side from HQs 3 and 6) look like they might decap easier than on Refinery. It's hard to say how this plays out.


They are closer to the respective HQs, yes that is true, but the way i see it is that both teams have the same advantage/disadvantage at gen bashing those gen farms.

Another deciding factor is space, i sure could have moved them more towards the mid, making them like 100% neutral, but than it would have been a bigger map and we all know what DOW 2 players think of bigger maps (i.e. maps that are bigger than typhon arena). Most of the time they tend to cry and bitch and moan that a map is "too" big. :evil:

Hence I opted for this solution and apparently most of the people like the 3on3 map so far (well the players that gave me feedback via steam). 8-)

BTW. I was just talking about the 3on3 version.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Lulgrim » Fri 11 Oct, 2013 12:15 pm

MaxPower wrote:They are closer to the respective HQs, yes that is true, but the way i see it is that both teams have the same advantage/disadvantage at gen bashing those gen farms.

IMO the difference is that in a game on Calderis nobody might end up controlling the extra power but here each team might keep 1, leading to faster tech escalation.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Raffa » Fri 11 Oct, 2013 12:36 pm

Aesthetically, this is just great.

One small alteration would make a huge difference: if you swapped one of the natural power nodes for each team with one of the req points in the middle it would eliminate the problem of power being too hard to bash, which it's obvious is the gameplay issue with this map.

Plz change this buddy this map could become one of the most played 3v3s because of the design and smooth fighting areas; just one minor error is holding it back.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Caeltos » Fri 11 Oct, 2013 12:45 pm

Definately one of the best 3v3 maps. I don't mind the "safe" power, just means there's value in potential going balls-deep agressive to get a genbash off to get that slight advantage. If a farm is to put in a danger spot, you can cause quite a snowball effect.

I don't mind change if people would want it, but I don't mind the map as it is either.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Ace of Swords » Fri 11 Oct, 2013 1:13 pm

Imo point positioning is fine, I just feel that bases 1 3 4 6 are too far from mid, and also a few more ways to travel between sides to the mid would be cool.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Fri 11 Oct, 2013 2:57 pm

First of all, thank you all for the feedback and I'm glad that the map is so well received.

Okay, lets start with the feedback/suggestions from u folks.

Ace of Swords wrote:Imo point positioning is fine, I just feel that bases 1 3 4 6 are too far from mid, and also a few more ways to travel between sides to the mid would be cool.


I think i cant follow u, well apart from the point that the bases 1 3 4 6 are too far from the mid (which, btw isnt the case. just to give u a perspective: base 1 is about 250 m away from the mid VP, on Calderis base 1 is 238.46 meters away [we are talking about ~ 15 meters]).

And now comes the part I don't understand, the part about having more ways to travel between the sides to the mid? Do u want more stairs? If so, that wont happen, just because compared to Calderis u have 8 ways to the mid on Meridian, while its only 6 on the refinery. It would also look shitty like shit if u have to many stairs there, just saying.

Raffa wrote:Aesthetically, this is just great.

One small alteration would make a huge difference: if you swapped one of the natural power nodes for each team with one of the req points in the middle it would eliminate the problem of power being too hard to bash, which it's obvious is the gameplay issue with this map.

Plz change this buddy this map could become one of the most played 3v3s because of the design and smooth fighting areas; just one minor error is holding it back.


If id swap one natural power node with one of the middle req points (i take it u are reffering to the req points that are in the middle vp vicintiy) ít would mean that whoever holds mid might have such a power advantage just by the virtue of holding mid. And that would be, at least in my humble opinion, bad map design.

Lulgrim wrote:
MaxPower wrote:They are closer to the respective HQs, yes that is true, but the way i see it is that both teams have the same advantage/disadvantage at gen bashing those gen farms.

IMO the difference is that in a game on Calderis nobody might end up controlling the extra power but here each team might keep 1, leading to faster tech escalation.


The problem I have, as I said is 1st not enough space, 2nd the word might, apparently we don't know how the map plays out, hence I'd like to get some games going on the map, preferably with me being an obs :mrgreen: .

It also means that if u don't genbash those "contested" power nodes ur enemy might get an advantage => making genbashs (even if it is just the safer "contested" power nodes) relevant even in later tiers.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Fri 11 Oct, 2013 3:16 pm

Okay, tried to move the contested power point a bit,

Image

is that better? :?:
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby Lulgrim » Fri 11 Oct, 2013 3:30 pm

I'm not saying you should necessarily move it, I was just explaining how (I think) it differs from CR.
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Fri 11 Oct, 2013 5:45 pm

Lulgrim wrote:I'm not saying you should necessarily move it, I was just explaining how (I think) it differs from CR.


Well, i wanted to emulate calderis to a certain degree. Anyways do u think the map is good the way it is (2on2 and 3on3 version), or what should I change to make the 3on3 and/or the 2on2 version more balanced/enjoyable?

And yes I'll prolly change the 2on2 version, making the contested points 100% neutral.

On a different note, the name for the next map shall be: "The Wrath of Baal" :mrgreen:
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Re: The maps of MaxP. - IMPORTANT UPDATE: Meridian High City

Postby MaxPower » Sun 13 Oct, 2013 12:42 am

Hoihoi,

got a some early pics of my latest map which is called "Wrath of Baal" - its a Blood Angels Strike Cruiser - the point layout is very much like mirrored "Judgement of Carrion".

Anyways, the pics:

Image
Image
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Re: The maps of MaxP. - WIP "Wrath of Baal"

Postby Ace of Swords » Sun 13 Oct, 2013 12:52 am

Looks cool, is it a 3v3 or 2v2 map?
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Re: The maps of MaxP. - WIP "Wrath of Baal"

Postby Nuclear Arbitor » Sun 13 Oct, 2013 12:59 am

please make sure all points are clearly illuminated in fog of war; trying to click invisible points to issue queued cap orders is one of my least favorite things. those lights look like they'll help a lot.
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Re: The maps of MaxP. - WIP "Wrath of Baal"

Postby Dark Riku » Sun 13 Oct, 2013 1:59 am

Nuclear Arbitor wrote:please make sure all points are clearly illuminated in fog of war; trying to click invisible points to issue queued cap orders is one of my least favorite things. those lights look like they'll help a lot.
It's not a problem on any map. Adjust your settings!
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Re: The maps of MaxP. - WIP "Wrath of Baal"

Postby MaxPower » Sun 13 Oct, 2013 2:01 am

Ace of Swords wrote:Looks cool, is it a 3v3 or 2v2 map?


3on3, might make a 2on2 version once Im done withe the 3on3 variant.

Nuclear Arbitor wrote:please make sure all points are clearly illuminated in fog of war; trying to click invisible points to issue queued cap orders is one of my least favorite things. those lights look like they'll help a lot.


Yeah, I'll try and come up with something to solve that "problem".

On a different note, how is it that for some people maps like valhalla were to bright and this map or JoC too dark? :P
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Re: The maps of MaxP. - WIP "Wrath of Baal"

Postby Orkfaeller » Sun 13 Oct, 2013 9:34 am

Holy shit, a Space Ship/Hulk Map that isnt covered in red soup : D

Dark Riku wrote:It's not a problem on any map. Adjust your settings!


Im sorry but I'm on Arbitor's side here. My Settings are maxed our and there are a punch of maps out there, ( mostly community ones, but not exclusivly ) on which the CPs are almost impossible to spot through the fog. They just blend into the ground through a combination of FoW, actual Fog, beeing too dark and lousy ( coloured ) lighting.

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