Unfortunately, the broken bridge is what screws up the map - wish we had breakable bridges :/icyflames wrote:Best RTS map ever invented: "forest fires" from C&C Tiberian Sun.
Why?
1. Very well balanced: It was east versus west, divided by a river and connected by 1 intact bridge, 1 broken bridge (destructable and repairable) and 1 narrow bit of land.
2. Asymmetrical; probably the most beautiful aspect of this map: each position kind of has its own role in the game play. For example, top left (west of river) and top middle (east of river) competed for the intact bridge in the early game in order to gain scouting advantage. And bottom middle (west) and bottom right (east) also competed near the bottom. Others may want to focus on air, use hovers to cross river, or even just help the land rush in the south.
3. Could end very quickly but could also provide with some of the most interesting long-games, all depending on the choices each player makes.
Asking for map ideas
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BlueMaxima
- Trained

- Posts: 431
- Joined: 05 Jun 2008, 09:20
- Location: Sydney, Australia
Re: Asking for map ideas
Bring back...ducks!
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GPolice
- Trained

- Posts: 52
- Joined: 16 Jan 2010, 17:59
Re: Asking for map ideas
How about a Big 8p Citymap with MAny Buildings and many Islands...
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J-Sheridan
- New user
- Posts: 1
- Joined: 29 May 2010, 07:09
Re: Asking for map ideas
I would like to see an 8 player version of Three.
1 player vs 7 allied AI Enemies and scavengers.
1 player vs 7 allied AI Enemies and scavengers.
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KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Re: Asking for map ideas
You can't have scavs on 8 player maps.J-Sheridan wrote:I would like to see an 8 player version of Three.
1 player vs 7 allied AI Enemies and scavengers.
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Crymson
- Trained

- Posts: 289
- Joined: 18 Mar 2010, 21:08
Re: Asking for map ideas
Why not ?KukY wrote:You can't have scavs on 8 player maps.J-Sheridan wrote:I would like to see an 8 player version of Three.
1 player vs 7 allied AI Enemies and scavengers.
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Black Project
- Regular

- Posts: 751
- Joined: 04 Apr 2008, 20:53
Re: Asking for map ideas
Because the Player/Slot 7 in 8 Player Map is reserved exclusively to AI Player/Human Player.Crymson wrote:Why not ?
Player/Slot 7 is unused in 2 and 4 players maps, that's the reason why it's been used only on these
BP
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icyflames
- Trained

- Posts: 46
- Joined: 28 Aug 2009, 13:22
Re: Asking for map ideas
BlueMaxima wrote:Unfortunately, the broken bridge is what screws up the map - wish we had breakable bridges :/icyflames wrote:Best RTS map ever invented: "forest fires" from C&C Tiberian Sun.
Why?
1. Very well balanced: It was east versus west, divided by a river and connected by 1 intact bridge, 1 broken bridge (destructable and repairable) and 1 narrow bit of land.
2. Asymmetrical; probably the most beautiful aspect of this map: each position kind of has its own role in the game play. For example, top left (west of river) and top middle (east of river) competed for the intact bridge in the early game in order to gain scouting advantage. And bottom middle (west) and bottom right (east) also competed near the bottom. Others may want to focus on air, use hovers to cross river, or even just help the land rush in the south.
3. Could end very quickly but could also provide with some of the most interesting long-games, all depending on the choices each player makes.
The bridge is not THAT important. :p
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Dylan Hsu
- Banned

- Posts: 183
- Joined: 06 Jul 2009, 00:02
Re: Asking for map ideas
Somebody (not me) already made forestfires.icyflames wrote:Best RTS map ever invented: "forest fires" from C&C Tiberian Sun.
Why?
1. Very well balanced: It was east versus west, divided by a river and connected by 1 intact bridge, 1 broken bridge (destructable and repairable) and 1 narrow bit of land.
2. Asymmetrical; probably the most beautiful aspect of this map: each position kind of has its own role in the game play. For example, top left (west of river) and top middle (east of river) competed for the intact bridge in the early game in order to gain scouting advantage. And bottom middle (west) and bottom right (east) also competed near the bottom. Others may want to focus on air, use hovers to cross river, or even just help the land rush in the south.
3. Could end very quickly but could also provide with some of the most interesting long-games, all depending on the choices each player makes.
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