Gentlemen
zydonk
This is a passing comment, Mero, not a criticism.
Everything is all right, I am really happy when I have comments on my maps and criticism too, I am even happier when I am told things from different point of view, suggestions and observations
The problem with maps with complex and circuitous layouts - such as your Death Zone here and some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it.
I am not sure about what to do with this situation, and shall I do something about it ?? If circuitous is not good I can always do another NTW

or even Squared

Well anyway I will sooner or later do another of those as I love to modify them
But could you give an example how the more playable maps should be created or made becuse I am not sure I fully understand your point..
Mysteryem
Very nice map Mero, a few too many oils for my liking, but we all have our personal preferences

I am happy that you like it, I try to mutate

as much as I can

speaking of oil.. yes indeed I have this tendency to highoilise my maps.. With Death Zone it was like that "ok max five oils in base, ah nice i can put 8 oil on the cliffs and each of it will be at the sharp edge of the circular cliff, agh i want to put trucks in centre of the cliffs, I will put just two oils next to it, agh i placed 10 oils just in base, ok around base now, here there and everywhere, damn, this place looks perfect for oil, agh I dint place oil in those nice "valleys" agh and this one is empty too, and here one must be here ! omg here we go again.. twenty five of oil per player..
It looked exactly like that.. I try to fight with my tendency and I think I actually do much better than in the past

(even 40 oils in base) But I can assure it will be varying all the time as i am not necessarily a low oils lover although I have made quite a few
One thing though, when using symmtry like this, it leaves rather obvious fold lines where the map has been reflected. It may not be much, but if you use the manual texturing tab then use the , . and / buttons on your keyboard (you can hold them down) you will manually change the rotation and flip of the tiles, removing this visible fold line.
Agh what a mistake.. I feel ashamed a little..

I do know about it I just didnt make a map for a long time till the marriage, and since the marriage I did two maps with a lot of water where this mistake was nt soe clearly visible, and on NTW Clown there was sand in the middle so almost not visible at all.. and here I have made first map for a very long time without water and manly using red tiles and this led me to this error agh.. I am alittle bit angry.
When I saw
use the manual texturing tab then use the , . and / buttons
I thought what ?? what those buttons do ?? egh ?? and then I realised

those ",./" were always, always ! "<>?" for me

of course I used them thousand of times, the sad truth is.. till the time around the map Capri.. I used only those to paint different tilesets.. can you imagine.. how many hours it took me to do a simple change.. that is why my very early maps are so plain..
I can always go through this bad lines with small red tiles brush and it will rotate them too with even greater speed, anyway thank you very much for reminding me about this important thing, bad bad mistake, ok I will try to relax. Anyway I do use it and I know about it
NoQ
When i make a symmetric map, i usually just have an odd number of tiles in a row (:
Cannot be it simply cannot be
Gentlemen thank you really very much for your posts !
Bye

“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero