New Map
Share your Fleet Operations maps here and share them with other users.
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posted on February 6th, 2011, 3:03 pm
Last edited by Anonymous on February 6th, 2011, 3:30 pm, edited 1 time in total.
Thanks. lol
Edit*
I found some problems with these current maps. They have been fixed and Im now working on to make them better thanks to those who helped =)
Edit*
I found some problems with these current maps. They have been fixed and Im now working on to make them better thanks to those who helped =)
posted on February 6th, 2011, 3:48 pm
Warzone 1.1
Changed around the resources with help from Myles
There arent any nebs
Changed around the resources with help from Myles
There arent any nebs
Attachments
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Warzone 1.1.rar
- (42.26 KiB) Downloaded 340 times
posted on February 6th, 2011, 4:08 pm
used mspaint to edit minimap for you.
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[The extension has been deactivated and can no longer be displayed.]
posted on February 6th, 2011, 4:24 pm
the attack is interesting. i like the way that dil is harder to defend. and that resources arent plentiful. maybe some interesting support strats will be possible. the only normal support spam is leahvals, and dil is the resource u get locked on with them for some reason lol.
i fear with this map that fed players could rush out to the middle and turret the gaps. maybe replace the two outer asteroid fields of the middle row with purple/blue nebs that protrude less.
i fear with this map that fed players could rush out to the middle and turret the gaps. maybe replace the two outer asteroid fields of the middle row with purple/blue nebs that protrude less.
posted on February 6th, 2011, 4:28 pm
I agree, it looks like a top notch map. Just remove the chance of bottlenecking or turret blocking and it will be near perfect. 

posted on February 6th, 2011, 4:32 pm
Is turtleing that bad? They have to bottle up at least 2 or 3 seperate areas spread out from each other, that's likely to drain resources to pull off.
posted on February 6th, 2011, 4:56 pm
It looks good, I'l have to test it and see just how big the openings are...
A general rule for chokepoints is, don't put them directly in the middle. Imagine the most extreme case: 2 fed players rush turrets into the chokepoints to draw a line across the map that the other team can't cross. Now, how many moons do they have control over? If the answer is 1/2 or more, that's not good. It's okay to have chokepoints where turrets make defending easy, but when you're planning them out, make sure that if one team turtles, the OTHER team will be able to grab more moons than they do.
For Warzone, I recommend making the center asteroid bit just a little bit smaller and maybe (only if you want to) put wormholes in the top left corner and right below the left-side barrier, and vice-versa on the right side.
I was gonna suggest the same thing for Attack, but the blue nebs look like they'll do the trick. One thing you can remember in the future is that a "wall" of asteroids only needs to be 1.5-2 blocking triggers long and it'll still have a big effect on gameplay. It's tempting to put long strings of them, I know, but you'll run out of space and you can get pretty much the same effect with 2 blocks.
A general rule for chokepoints is, don't put them directly in the middle. Imagine the most extreme case: 2 fed players rush turrets into the chokepoints to draw a line across the map that the other team can't cross. Now, how many moons do they have control over? If the answer is 1/2 or more, that's not good. It's okay to have chokepoints where turrets make defending easy, but when you're planning them out, make sure that if one team turtles, the OTHER team will be able to grab more moons than they do.
For Warzone, I recommend making the center asteroid bit just a little bit smaller and maybe (only if you want to) put wormholes in the top left corner and right below the left-side barrier, and vice-versa on the right side.
I was gonna suggest the same thing for Attack, but the blue nebs look like they'll do the trick. One thing you can remember in the future is that a "wall" of asteroids only needs to be 1.5-2 blocking triggers long and it'll still have a big effect on gameplay. It's tempting to put long strings of them, I know, but you'll run out of space and you can get pretty much the same effect with 2 blocks.
posted on February 6th, 2011, 5:14 pm
Tyler wrote:Is turtleing that bad? They have to bottle up at least 2 or 3 seperate areas spread out from each other, that's likely to drain resources to pull off.
i was talking about the middle where there was only 2 gaps, which could easily be turtled by 2 players. 1 player has a hard time turtling 2 gaps early on. turtling 3 gaps for 1 player is difficult. now there is effectively a huge gap in the form of a nebula, its very difficult even for 2 players to turtle effectively. putting a small number of turrets/sensor stations in the 2 middle gaps will be helpful, but not everything. ie if a cloaked fleet is stupid enough to run through the gap, they die. but they can sneak through the blue neb and recloak on the other side.
i'd like to try these maps
posted on February 6th, 2011, 5:53 pm
Yeah, I'm waiting for you to upload Attack so I can test it.
As for Warzone, I can see where we've had a disconnect. It looks like there are bottlenecks when there really aren't, because the map is HUGE. I think first you need to scale it from 15k to 12k.
For 1v1 maps, the size should be about 8-10k if the bases are in the corners, 10-12k if they're on sides or a bit out from the corners. Maps like yours with significant obstacles between the players are usually more like 10k, but for now start with 12k and we'll test it like that. Also, move the starting locations a bit further from the corners so that the home-base moons can be raided by flying along the edge of the map.
As for Warzone, I can see where we've had a disconnect. It looks like there are bottlenecks when there really aren't, because the map is HUGE. I think first you need to scale it from 15k to 12k.
For 1v1 maps, the size should be about 8-10k if the bases are in the corners, 10-12k if they're on sides or a bit out from the corners. Maps like yours with significant obstacles between the players are usually more like 10k, but for now start with 12k and we'll test it like that. Also, move the starting locations a bit further from the corners so that the home-base moons can be raided by flying along the edge of the map.
posted on February 6th, 2011, 6:07 pm
Thanks. Here is The Attack 1.1
Attachments
The Attack.rar
- (39.71 KiB) Downloaded 312 times
posted on February 8th, 2011, 7:24 pm
Always remember to move the trapazoid to the very top right or left corner of the minimap and zoom in all the way before saving your map. 

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