Let Battle Commence

Do you have a question on map editing, how use the map manager or want to make your new map public? Post here.
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posted on November 17th, 2011, 7:35 pm
Last edited by mjk on November 17th, 2011, 8:19 pm, edited 1 time in total.
first half serious map i have made looking forward to feedback both good and bad. its a 2v2v2v2

sorry my bad attached the wrong file

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posted on November 17th, 2011, 8:04 pm
i'm gonna hazard a guess that your minimap is corrupted.
posted on November 17th, 2011, 8:07 pm
anytime i have created or edited an existing map the mini map never came up, never really thought about it tbh, what causes the mini map not to show?
posted on November 17th, 2011, 8:11 pm
mjk wrote:anytime i have created or edited an existing map the mini map never came up, never really thought about it tbh, what causes the mini map not to show?


this rings some bells, i just cant remember the details. im sure someone else will remember.
posted on November 17th, 2011, 8:13 pm
if you have a go at the map let me know what u think anyway or have a look at it in map editor, theres nothing hidden or fancy in it so looking at it in map editor wont give you any real advantage
posted on November 17th, 2011, 8:15 pm
you havn't uploaded the map .bzn either  :blush:

so i couldnt download.
posted on November 17th, 2011, 8:19 pm
all sorted sorry about that
posted on November 17th, 2011, 8:31 pm
hey, im not a experienced mapbuilder myself but it seems like a lot of resources, and those resources on a very strategic place asking for a lot of turteling.

the one that controls the midle dominates the game since he protects the starting position and the extra resources in the midle
posted on November 17th, 2011, 8:33 pm
thats the point u have basic resources and its all out war for the rest of the resources. it wont be that easy to control the middle resources as its 2v2v2v2
posted on November 17th, 2011, 8:39 pm
So basically you've done nirvana 2 but for 2v2v2v2. i made you a minimap image attached.

that seems to be a popular map for new players and players who play mostly instant action, i remember i used to use it a lot back when i played single player.

problem is that sort of map tends to be very rarely played online. i'll start with some positives in that the map looks orderly and you put effort into making it tidy, you obviously have the functions of the map editor down good.

now the negatives, main reason is cos your base has only 1 access, a wormhole, that is just begging for a forest of mayson quantum turrets. especially considering its 2 players allied to turret 1 wormhole. imagine mayson quantums with 3 dominion perimeters and a hyperspace sensor and dominion sensor stations.

wormholes sometimes cause out of sync as well so maps with wormholes dont generally tend to be used much.

i dont want you to get downhearted and give up. i recommend you watch some replays on common maps like duel 2 and star traffic. instead of large open spaces where attacks need preparation, they have bases within striking distance of each other. instead of limited access, bases are wide open and encourage lots of fighting for moons. they also tend to avoid all in middles if possible.

check out the map making section of the guide as well.

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Let Battle Commence.png
posted on November 17th, 2011, 8:48 pm
it apears to me it would be easy to control as you put all the wormholes in the same place and aditionaly they are boxed in with only one exit.

so if the box around themidle wormholes is gone and the wormholes not all in range of the same turrets and perimeters it would be a bit more ship dependent, but still players can turtle, not sure if thats a good or bad thing but for online play i would guess a bad thing
posted on November 17th, 2011, 8:49 pm
oh i'm not down hearted at all i app all input, i can look at a few smaller maps. i usually like bigger maps with all 8 at full out war etc, i know a wormhole can be easier to defend etc. when i have time over the next few work on a few more maps.
posted on November 17th, 2011, 8:58 pm
also i would say about using cloaking devices the point of the wormholes together was to encourage mor combat, havent had the chance to play it myself yet as i have only made it.

yea took me a good few hours esp with all the blocking and nebulas. yea have been playin about with the editor for a few maps and stuff to get the hang of it.

i get the point of the turrets against the wormhole tho if ur playin as the borg you have the option of a transwarp gate or cloaking devices depending on sensor placements, same as all theres good and bad points lol the joys of fleet ops
posted on November 17th, 2011, 9:13 pm
even though the idea of making everyone go through one spot encourages combat, it will encourage only one thing, quantum turrets by the truckload. fighting turrets isnt really fun. so yeah there will be a lot of shooting, just it wont be entertaining.

borg dont have transwarp gates in fleetops. only ship transwarp, and that only applies to scubes, probes and detectors. scubes can easily be fought off by a fleet of cheapish (for an 8 player map) intreps.

as for cloaking races, feds have easy blue pings to decloak almost all combat ships. only a handful of ships can get past and they are:

Talon scout, useless in combat.
tavara, expensive, capped at 2 (1 for helev)
bortas, expensive, capped at 3
certain other ships that have very high ranks (vet shrike gets it i know for sure, not sure if any others)

everything else will be decloaked by blue pings. and if they see the wormhole open and kawoosh sound then they will use ventures for green pings to detect your tavara/bortas/ranked ships. and if they team with dominion you are screwed as dominion get green pings from sensor stations.
posted on November 17th, 2011, 9:18 pm
theres a zip file under my transwarp gate mod thread supplied by blade and adds the transwarp gate to the borg assembler.

gonna have a go at a four player over the weekend here with no wormholes or bottlenecks lol
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