Dead Star II - 2v2 - FFA

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posted on June 29th, 2010, 10:25 pm
Last edited by Iodun on July 2nd, 2010, 5:50 pm, edited 1 time in total.
Dead Star II

- 2v2 (top vs bottom)
- FFA

- 14k * 14k
- 2 dilithium and 1 tritanium moon per player inside the homebase
- 4 tritanium moons in the center
- 3 moons (2d1t) in the outer corridor on the left and right side
- tactical play is very important

Because its difficult to find 6 ppl that like to play an 2v2v2 i modified my "Dead Star 2v2v2" map.
Now 4 ppl already are enough to enjoy some nice battles around an dead star.
Both maps will exist simultaneosly as the 2v2 version got the title "Dead Star II".

Edit:

Updated to version 1.1...

Updated to version 2.0...
- less and smaller nebulas (and no blue ones anymore)
- more space in the center
- trit moons instead of dil moons in the center

:: Thanks to butterbread and Sgt. Cortez for the hints ::

Iodun

Attachments

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DeadStarIIv2.txt
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OldVersion.jpg
posted on June 29th, 2010, 10:30 pm
Looks nice. Would Turrets be a problem here?

When I saw the name, I thought it said Death Star II for some reason...
posted on June 29th, 2010, 10:43 pm
:lol:

My brain also always wants me to write "Death Star" because i heard this word too much in StarWars context.
But i realy mean a dead star because the circle in the center of the map shall be one.  ^-^

Turrets could be a problem, yes.
But i dont think its a big one as the homebases have two entrances.
Furthermore you would disclaim a lot of ressources and as you wasted the rest for turrets you wouldnd be able to help your teammate with your fleet.
And if nothing helps... use the artillary.

Iodun
posted on June 30th, 2010, 4:03 am
Tyler wrote:When I saw the name, I thought it said Death Star II for some reason...

LOL  :lol: Me too. :P

Looks good, downloaded.  :thumbsup:
posted on June 30th, 2010, 7:23 am
Tyler wrote:When I saw the name, I thought it said Death Star II for some reason...


It may be a trap.
posted on June 30th, 2010, 3:34 pm
Is this a well lit or dim map? Because I like to know what toos expect.
posted on June 30th, 2010, 9:20 pm
I don't know whats well-lit or low-lit for you...
Just added a screenshot that you can get an idea of it.
posted on June 30th, 2010, 9:22 pm
Gamer, why don't you download the map?  Then you'll know exactly how well lit it is. :thumbsup:
posted on July 2nd, 2010, 9:58 pm
Aaaaand the next version...
...but this time with a new filename.

If you have more advise for the new map maker just tell me.  ^-^

Thanks, Iodun
posted on July 3rd, 2010, 1:08 am
Last edited by Anonymous on July 3rd, 2010, 1:11 am, edited 1 time in total.
I find the green nebulas rather unbalancing considering how close to the Mutaras they are. May I suggest more distance between nebula walls?

Edit: Crap, I was looking at the oldie version

Anyway, I would like the lighting a wee bit dimmer (Hexadecimal code 878787 should be perfect). And maybe have some of the more strategically important areas have a small amount of nebula to hide in (just to keep things more interesting... I usually have 2-5 hour games).
posted on July 3rd, 2010, 2:44 am
[EXC] 1337_64M3R wrote:Anyway, I would like the lighting a wee bit dimmer (Hexadecimal code 878787 should be perfect). And maybe have some of the more strategically important areas have a small amount of nebula to hide in (just to keep things more interesting... I usually have 2-5 hour games).


At the moment there are green and purple nebulas in the four corners of the map.
In the top middle and bottom middle of the corridor are also purple nebulas to hide now.
And around the dead star in the center are purple and green nebulas as well.
But they are all smaaal and difficult to see now. =)

Could you explain please why you suggest more distance between the nebulas?
At the moment green and purple are mostly next to each other.
Green ones can be used to recharge shields and purple ones to hide.
Blue nebulas i avoid now because they are mainly an advantage for borg except there is a far distance between these nebulas and any moons.

Thanks for your reply, Iodun
posted on July 4th, 2010, 10:40 am
Cool, you reacted on all criticism we had some days ago when playing. Let's try out that version soon. It's also very useful that Dil and tri moons have changed. That's progress  :thumbsup:.
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