Conflict Hills [ROTR][C], Rework |
Conflict Hills [ROTR][C], Rework |
7 Jan 2016, 13:48
Post
#1
|
|
Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
ok so a rework of Conflict Hills [ROTR]
Suggestions were by Rik and aziz Changes: Seconday supplys moved slightly close to each player, but at equal distance 60k dock in the south east replaced with 1 oil derick 1 of the oil derricks in the north west corner removed Bridges replaced with Land bridges Center oil refinery removed and replaced with 1 refinery at the north middle and 1 at the south middle more roads added for realisim. unlike the original this one is balanced now. screen shot Conflict_Hills__ROTR__C_.rar ( 206.33K ) Number of downloads: 26 -------------------- |
|
|
7 Jan 2016, 15:59
Post
#2
|
|
Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
A fantastic fix to the map. Well done mate
-------------------- Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock! Join our Discord Server for a great community and plenty of games and memes! Also, check out our ROTR - Fan group on Facebook. |
|
|
7 Jan 2016, 16:54
Post
#3
|
|
AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
Nice. I haven't played on this yet but I can already see a problem.
ECA can easily lock down the 3 narrow paths that could lead up to the bases in mid/late game. What I suggest is making one or 2 paths abit wider. -------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
|
|
7 Jan 2016, 23:22
Post
#4
|
|
Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
Nice. I haven't played on this yet but I can already see a problem. ECA can easily lock down the 3 narrow paths that could lead up to the bases in mid/late game. What I suggest is making one or 2 paths abit wider. the map is massive to the point where it could very easily be a 2v2 map. If the eca spends that much money to lock them down they deserve it -------------------- Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock! Join our Discord Server for a great community and plenty of games and memes! Also, check out our ROTR - Fan group on Facebook. |
|
|
7 Jan 2016, 23:51
Post
#5
|
|
Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
4 bridges, yeah eca could lock them down but not without leaving the main base massively exposed, as rik said the maps quite big
arguably big enough for a 2v2. its a hard map for eca just to defend its main base let alone the bridges as well -------------------- |
|
|
8 Jan 2016, 0:47
Post
#6
|
|
AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
Is it that big? Bigger than Dust Devil? in that case there shouldnt be any problem.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
|
|
8 Jan 2016, 2:29
Post
#7
|
|
Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Is it that big? Bigger than Dust Devil? in that case there shouldnt be any problem. about the same size overall id say. heres an example, build a howitzer in your base, it wont reach the middle. -------------------- |
|
|
Lo-Fi Version | Time is now: 27 April 2024 - 12:09 |