1 |
When
we
played
each
team
grabbed
the
two
corners,
but
that
may
or
may
not
be
the
case
on
smaller
team
games.
|
1 |
When
we
played,
each
team
grabbed
the
two
corners,
but
that
may
or
may
not
be
the
case
on
smaller
team
games.
|
2 |
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|
2 |
\n
|
3 |
Each team can focus on lanes, but they can also not do that and move around. The map seems to encourage spiders and air, but all factories except sea should be viable.
|
3 |
Each team can focus on lanes, but they can also not do that and move around. The map seems to encourage spiders and air, but all factories except sea should be viable.
|
4 |
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|
4 |
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5 |
Your suggestion is ok but would make the gameplay more predictable, too focused on the middle as the single base would be easier to defend. And units on the long narrow lanes would be too exposed to artillery and air strikes.
|
5 |
Your suggestion is ok but would make the gameplay more predictable, too focused on the middle as the single base would be easier to defend. And units on the long narrow lanes would be too exposed to artillery and air strikes.
|
6 |
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|
6 |
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7 |
A mechanic that'd be good for ZK to have for these maps with fog or just deep cliffs, would to have a minimum altitude for aircraft to fly : the air mesh should not be lower than the lowest metal spot (lowest relevant altitude). Without this, they fly too low into the fog.
|
7 |
A mechanic that'd be good for ZK to have for these maps with fog or just deep cliffs, would to have a minimum altitude for aircraft to fly : the air mesh should not be lower than the lowest metal spot (lowest relevant altitude). Without this, they fly too low into the fog.
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