now where most Members may have seen my introduction and my 2nd map can begin beeing tested i changed the introducing text to a summary with links of my maps. As ever: Comments are welcome.
Much fun playing and testing my new map Radinow-Ruins.
News:
(last update 22.08.)
5. New Map-idea born. Next map will become a 2-player map called "Wasted-Dog". Will become a 1-oil for all player map.
6. Added some simple ingame pictures but no action-pictures, just landscape.
7. Started work on Wasted-Dog and presenting a first scribble.
Maps:
Map 1: Fluffyfight
(this post, just scroll down a bit)
Map 2: Radinow-Ruins
viewtopic.php?f=10&t=9608&p=108177#p108177
Fluffyfight
Description:
Fluffyfight (final version)
2-Player Map, highly strategical design
3 Oil in each base, 8 Oil outside in most strategic positions.
My favorite settings: 0 lasersat, 1 sciencelab, 0 satlink, low energy (cause of strategic landscape, balance between turtle and swarm and have use of extra-barrels)
First outer Oil in front of the base on a little hill which is very importend for crontrolling lowground befor base.
(There is no was to sensor out the lowgroung from base without loosing important defence postitions, becoming extremly voulnerable for hoverattacks coming from pass)
2 Oil in center positions on low-ground.
Both in scavanger base well protected at the only landbridge between players territory but are in positions attackable from every direction. Hard to defend.
2 Oil on medium-ground only reachable by hovers and in importend strategic position controlling the landbridge.
2 Oil on a rock island between both players just reachable by vtol transport. Importend strategic postition controlling the bay and preventing fast hover and vtol strikes.
Scavangerbase protected players for early-game rushes and garanties some time for building up defending positions and beginning specialisation on chosen techs.
All strategic importend positions do have some oil barrels for the first player who conquers, the later reachable the more barrels giving a build-up boost in the beginning and forcing the players to manuever early and spreading the research on all propulsions.
Loosing the outpost on first oil outside will mean loosing the whole lowground. To bombard the lowground you have to make use of hover-sensors.
There is no possibility to sensor out the enemy base so you have to make use of manual vtol attacks, hover bombard or punishing main entrance (but which is easy to defend).
There are many reafs for hovers to hide playing a importend role for controlling lowground.
I have tried to calculate all distances that way you have to operate with all units for success and make use of different strategies and multiple operations. Just spamming tracks or bots will be selfdestructive because landscape is build for strategic scouting with importand subtargets, but you will see when you play.
To create a map that looks far more natural i have created some kind of sets of prebuild parts with fixed points to concentrat more easily on strategical position without wasting too much time for this and that. If you are interested in let me know, then i will explain the fixpoints and give you some examples.
Important
Base-buildings are not symmetrical!
Used for Singleplayer-skirmish because the KI is not able building up strategic defens. If you want the KI starting with strategic defens use settings: full base.
Multiplayer, dont forget settings: trucks only
Much fun!


