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? ^^
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 ^^




This was my first thought too when seeing the minimap.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.
Dark Riku wrote:This was my first thought too when seeing the minimap.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.
Will playtest first of course ^^

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


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.
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.
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.

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




It's not a problem on any map. Adjust your settings!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.
Ace of Swords wrote:Looks cool, is it a 3v3 or 2v2 map?
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.

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