tmp's maps

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sg1efc
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Re: tmp's maps

Post by sg1efc » 19 Jul 2012, 21:40

Thanks Tmp, nice large maps. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)

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tmp500
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Re: tmp's maps

Post by tmp500 » 31 Jan 2013, 01:25

6 player map with 3 separate section, 2x low one time high. could open up all sorts of mean tactics.... transfering cash to the low oil players, handing over trucks etc... after defeating your opponent there are only two options to help your team mates.... to be continued... have fun
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boohoo.png
6c-boohoo_v2.wz
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sg1efc
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Re: tmp's maps

Post by sg1efc » 31 Jan 2013, 02:12

Cool, Thanks Tmp. ;)
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Re: tmp's maps

Post by aubergine » 31 Jan 2013, 02:20

Nice map, thanks tmp!
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Re: tmp's maps

Post by Merowingg » 31 Jan 2013, 10:03

Not only the map, very interesting idea itself Tmp! :3
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Re: tmp's maps

Post by RBMW-Collector » 18 Feb 2013, 18:35

Only very serious teams can play this map such way u described,tmp. Unfortunately real teams are too few
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Re: tmp's maps

Post by Merowingg » 18 Feb 2013, 22:57

I think any team, just a little bit beyond NTW maps, can play it :3
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Re: tmp's maps

Post by aubergine » 19 Feb 2013, 01:23

Mortars are a big problem on the map - you can go to the high ground near enemy base and build some mortars and basically win without engaging in too many battles. Example: Player 0 builds mortars on hill near player 3's base, etc.
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Re: tmp's maps

Post by Reg312 » 19 Feb 2013, 01:36

aubergine wrote:Mortars are a big problem on the map - you can go to the high ground near enemy base and build some mortars and basically win without engaging in too many battles. Example: Player 0 builds mortars on hill near player 3's base, etc.
you meant mortars is problem in AI-games? i think you cannot do that with experienced player.

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Re: tmp's maps

Post by aubergine » 19 Feb 2013, 13:06

You are correct, humans would quickly deal with the issue if they had their own ranged weapons - eg. they could place their own morarts and sensors near the base of the hill, etc. But even then, it's difficult for the player on low ground to get up close and personal to the hills because their access routes are fairly easy to defend due to choke points & terrain.
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Re: tmp's maps

Post by NoQ » 19 Feb 2013, 18:55

they could place their own morarts and sensors near the base of the hill, etc.
You still underestimate humans a lot. The only thing you can achieve by placing mortars on highground is forcing a battle: make sure the enemy has to react, move his troops out of safety and engage you in combat. The price you pay for that is unproportionally little DPS for the money you paid to get the mortar (research, construction, truck time), compared to using the same money for regular troops. So, naturally, you're forcing a battle that you will loose.

What makes you want to use this opportunity is some momentary change in FFA diplomacy situation, when it becomes actually essential for you to force a battle. For instance, you know that player 3 had heavy losses fighting some other player, so you may want to use this chance to conquer him. Or you may find out that player 3 is overgrown and coordinate your mortar offence with other players around him to collectively bring him down to normal.

So, yeah, it is an opportunity. But it's much less significant than it may seem.

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Re: tmp's maps

Post by tmp500 » 20 Feb 2013, 01:27

aubergine wrote:Mortars are a big problem on the map - you can go to the high ground near enemy base and build some mortars and basically win without engaging in too many battles. Example: Player 0 builds mortars on hill near player 3's base, etc.
if u dont have to deal with an opponent in your section and nothing else to do, yeah. u might have gotten cash from the high oil player, but you are basically attacking a guy who has ~3x as much oil then u do... just played a round on my newest map where the guy on the low ground was using mortars to kill off the derricks on the highground... worked also... but only reached 4 derricks - never said its an easy map :P

but.... i found it a bit unbalanced with only one high oil section.... so....

10 player map
1st high oil section: scavs occupy all derricks, so be sure to get units or mg towers before your cash runs out
2nd high oil section: normal boring ntw style
3rd section for 4 players med oil - many barrels
4th section 1vs1 - also many barrels - med oil and as of writing this... ill probably change it to low oil
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Re: tmp's maps

Post by RBMW-Collector » 20 Feb 2013, 14:54

Looks like lungs)
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Re: tmp's maps

Post by Virus- A » 21 Feb 2013, 01:13

:) tmp nice but I have a doubt as teams?

6 vs 4 ?
FFA ?

or is it?
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Merowingg
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Re: tmp's maps

Post by Merowingg » 21 Feb 2013, 01:30

I have no doubt :) Teams could be any you wish :) with consequences of course :3
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