![]() ![]() ![]() Remove these CSGs in blue and add some metal in the red box so players don't starve if they lose the secondary continent:.Please remove this CSG, it makes base building annoying and creates a bad choke point with high ground.Locusts are strong, and there are a lot of choke points. Plays like hopper without treeco and naval.Bailiff new: Downgraded from 6 to █ 5 █.Suggestion: Now, the center platform metal dist is a little bit subjective, but the expos on the sides are very good IMO. If it had higher metal density, it may be a worthy proxy route, because it's just too far. The combination of low metal density on this main platform, choke points, and being wide open makes it a high-risk low-reward expansion. But, I still don't like how is heavily encourages pelter and turret spam due to the crazy chokes and narrow expansions. The nearest metal from this pair is a single extractor farther to the right, then there's a skinny ramp with 3 metal, which is close to halfway around the entire map from the spawn. Leads to a double cluster of metal, then none of the rest is free. Not to mention, there's SIX choke points at this spawn: The only expansion routes are sideways, and both lead to an ocean of open terrain. Haven't played, (but you've shared some changes to this one so I wont judge yet).I think were all missing abit of that randomness and difference in approach and I think that is what makes PA. I know the PAG boys liked the Naval land map, unsure of the name, I've only played it a few times, I too found it interesting. It can be hard to pull off but I find it makes for the most interesting events in game. ![]() I think this is what we all miss as Veterans in honesty, We all have a problem with the tr2 macro game that is and seem to miss all the random plays of old that were possible due to map style, balance is obviously a player here too as old plays don't work in the face of earlier tr2 90%.Īnyway, I would love to see more maps with a random non symmetrical style with spawns balanced around predicted approaches, ease of approaches, Land, Naval, Defendable etc. ![]() A lot of old school PA was about this approach. Whats your take on non symmetrical maps? I find maps that offer different approaches for each spawn play great, with differing options for each spawn leaving the players to decide on best approach from there. ![]()
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