2c-Highground map mistakes and corrections

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2c-Highground map mistakes and corrections

Postby RBMW-Collector » 20 Jan 2014, 02:00

Here u can see scales that should be equivalent.
red - enterens to lake - 3 4
orange - exit from the lake - 1 4
green - distance to the closer oil in central plato - 29 34
blue - distance from two central oils, which captures in course - 12 18
I try to fix those mistakes
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Last edited by RBMW-Collector on 21 Jan 2014, 08:17, edited 1 time in total.
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 20 Jan 2014, 03:00

Map became 4 points shorter. Now all scales are equivalent.
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 21 Jan 2014, 08:33

Steel we have some problems on the map:
- tower rush tactics steel OP, becouse of too many oils in center
- passeges to central plato are to expand, becouse of chance to barricade them by factory
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 21 Jan 2014, 09:26

Finaly all flows fixed)
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Re: 2c-Highground map mistakes and corrections

Postby crab_ » 21 Jan 2014, 12:22

I like new version of this map. We should try it out.
Thinking... how to reduce effectiveness of "Tower rush" tactic on this map.

Is 'serpentine' blockable by factory still? ( I meant right passage from bottom base to high ground, and left passage from top base)
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Re: 2c-Highground map mistakes and corrections

Postby montetank » 21 Jan 2014, 15:07

crab_ wrote:Is 'serpentine' blockable by factory still? ( I meant right passage from bottom base to high ground, and left passage from top base)


Yes-it is blockable. Must not be factory it is also possible with a research-facility or a power-generator. The same as in the original highground-map.
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 21 Jan 2014, 22:37

montetank wrote:
crab_ wrote:Is 'serpentine' blockable by factory still? ( I meant right passage from bottom base to high ground, and left passage from top base)


Yes-it is blockable. Must not be factory it is also possible with a research-facility or a power-generator. The same as in the original highground-map.

I think we shoudn't care of serpantine. Main enterance is wide enough(4 tiles) to prevent its blocking without tower.
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Re: 2c-Highground map mistakes and corrections

Postby NoQ » 22 Jan 2014, 06:57

I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.
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Re: 2c-Highground map mistakes and corrections

Postby crab_ » 22 Jan 2014, 12:44

NoQ wrote:I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.


If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.
(you can shoot down one oil above even if you're not able to control it).

I'm afraid if we move more oil resources from high-ground to low-ground - map can lose its 'natural' sense. I guess this map is about fight for high-ground.

Additionaly. I want to nerf tower rush tactic on this map. NoQ do you have any clue how implement it without breaking 'natural sense' of this map?
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 22 Jan 2014, 15:29

crab_ wrote:
NoQ wrote:I'd have moved two more oils to lowground. Cause if you control highground, you now have 10:6~~11:5 oil advantage (you can shoot down one oil below the serpentine as well, even if you're not able to control it), and it's still hard to recover from low ground. So i believe that any sort of highground lockdown is still very powerful.


If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.
(you can shoot down one oil above even if you're not able to control it).

I think we can fix it partially by making 2 tiles more wider nearbase passage.
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Re: 2c-Highground map mistakes and corrections

Postby NoQ » 22 Jan 2014, 21:16

If you look more precisely then you can notice one of oil derricks at high-ground can be attacked from low-ground.
Yeah, good point, i didn't notice. No, i dont think increasing those passages from 2 to 4 is a good idea, it should be harder to defend a position and easier to take it back whenever this position is on your side.
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Re: 2c-Highground map mistakes and corrections

Postby NoQ » 23 Jan 2014, 07:13

I still don't like it. If you control highground, you only get extra oils, and no disadvantage in defense radius: you still need to control two 4-tile chokes.
Maybe make the right highground chokepoint 3-tile-wide again, it would at least make controlling highground harder (which is also same set of central chokes as Startup).

Also, bottom player does not need to split his army to shoot down the highground oil from lowground, but top player does. I guess move the top highground oil to the left?
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Re: 2c-Highground map mistakes and corrections

Postby RBMW-Collector » 25 Jan 2014, 06:12

we can expand passages with single side.
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Re: 2c-Highground map mistakes and corrections

Postby crab_ » 28 Jan 2014, 22:47

NoQ wrote:I still don't like it. If you control highground, you only get extra oils, and no disadvantage in defense radius: you still need to control two 4-tile chokes.

I understand. Do you agree with idea of RBMW-Collector - make wider entrance to high-ground?
hmm.. not sure Is this would help solve the problem..


NoQ wrote:Maybe make the right highground chokepoint 3-tile-wide again, it would at least make controlling highground harder (which is also same set of central chokes as Startup).

Please no. I do not like to see factories used to block 3-tile-wide passages.
Can you explain, Why it would make controlling highground harder?

NoQ wrote:Also, bottom player does not need to split his army to shoot down the highground oil from lowground, but top player does. I guess move the top highground oil to the left?

It is fixable.. RBMW-Collector can you fix it and upload new version of map?

See. I have idea how make ramps more vulnerable from attacks from low-ground (it would reduce advantage of high-ground and makes easier to attack high-ground from low-ground)
corrected - копия.jpg
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Re: 2c-Highground map mistakes and corrections

Postby NoQ » 29 Jan 2014, 05:40

Why it would make controlling highground harder?
Because advancing over the other half of highground will mean going through a more narrow chokepoint.
Also, what's the problem with blocking middle passages? This doesn't give you any oil advantage.
make ramps more vulnerable from attacks from low-ground
It will, but i think it might make the map less beautiful.
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