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Map Skullduggery 1.4 WIP

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Date Editor Before After
9/12/2016 5:07:20 AMunknownrankShaman before revert after revert
9/12/2016 5:03:04 AMunknownrankShaman before revert after revert
Before After
1 So how could one prevent the bad parts of this map while keeping the idea alive? What worked, what didn't work? Asym balance by start positioning is an interesting idea, but I'm not sure how to improve on the execution. Generally speaking I'd love to try to get a situation where you could 'win' one initial battle but not totally decide the game. Perhaps the problem is that the center island has too much metal income? 1 So how could one prevent the bad parts of this map while keeping the idea alive? What worked, what didn't work? Asym balance by start positioning is an interesting idea, but I'm not sure how to improve on the execution. Generally speaking I'd love to try to get a situation where you could 'win' one initial battle but not totally decide the game. Perhaps the problem is that the center island has too much metal income?
2 \n 2 \n
3 Benefits to that kind of change would be that: 3 Benefits to that kind of change would be that:
4 - Losing center does not matter much. 4 - Losing center does not matter much.
5 - More empathisis on expansion rather than cheese. 5 - More empathisis on expansion rather than cheese.
6 - Less commitment to winning 'the big cheesy middle push' 6 - Less commitment to winning 'the big cheesy middle push'
7 \n 7 \n
8 Am I correct? 8 I'm assuming though that the amount of metal income from the middle island + reclaim is what 'decides' the game ( EG: there are too many mexes) . Perhaps what would be cool is to just eliminate all but 2-4 mexes total on the middle island.
9 \n
10 Would that help game-play wise as to prevent the first minute decided gameplay?