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New map - Urban Chaos
Posted: 29 Dec 2008, 16:25
by Mysteryem
Edit: File re-uploaded
I decided to have a go at map making, this is what I've ended up with:
4c-Urban-Chaos.wz
4c-Urban-Chaos.png
Re: New map - Urban Chaos
Posted: 30 Dec 2008, 00:21
by Mysteryem
I've now re-uploaded the map now that I've randomize the tiles. It looks more real now

Re: New map - Urban Chaos
Posted: 30 Dec 2008, 22:46
by wari
Excellent work thanks!
Re: New map - Urban Chaos
Posted: 10 Jan 2009, 11:47
by zydonk
Nice intriguing map, mysteryem. I've played it through several times now. On first play, I found that the quartering walls had the effect of funnelling all the fighting into the centre, to great effect. It was a challenge to overcome such massed forces. However, once you know the layout of the map, you simply set up a defence at the neck of your quarter, which both keeps the AI players away from your base and gives you command of the centre. Less of a challenge in that case. I imagine it would be even worse in mp, where each player would take control of his quarter, so that a game would descend into just popping away from turtle positions. This would make for static, very attritional fights, whereas it seems mp fares better with rush tactics and high mobility.
But, as I say, the map itself remains intriguing. The idea of forcing players into the centre before they can attack one another is excellent. The trouble is that the way it is done in UrbanX creates choke points that can have the contrary effect of inhibiting gameplay. Perhaps the map is too small for this strategy. Experiment some more - there's a good idea in there that can be really developed.
adios
Update - New Map - Urban Chaos
Posted: 21 Feb 2009, 21:17
by Mysteryem
I've updated Urban Chaos, enjoy.

I'm currently making another map which I will hopefully finish soon.
Re: New map - Urban Chaos
Posted: 22 Feb 2009, 20:48
by whippersnapper
.
- Besides echoing zydonk's astute comments let me add what I find interesting.
- The tactical use of map feature placements also affords players in MP the ability to
deconstruct
the map layout in game play by eliminating the features in any number of ways and replacing them
with defenses.
- If your 1-tile wide cardinal point ridge dividers (funnels) were instead 3 tiles wide you could land
Troop transports on the high ground and deploy Borgs adding a third dimension of game play.
Right now you can land the TT on the high ground but when you deploy your borgs they are placed
2 tiles left and right of the divide at sea level.
-- Regards, whipper
