.
-- MP Rush Gimmicks are not favored by your topography - a good thing, IMHO.
-- Good one for Team MP 2 vs. 2. Longish battles favored but there is that desync that may
crop up.... though, we didn't have a prob up to the 90 min mark - when we had to quit.
-- Ton's of choke-points, high ground ridges, box canyons, arroyos - nice for ambushes and
the parallel ridges also have the side benefit of splitting A.I. combat groups into multiple vectors.
-- Some "sticky spots" and anomalous cliff that can be navigated around the base platforms.
Nothing major really as the final A.I. I tested didn't jam itself up with in-building and was able
to navigate out to cap oil through-out and assault enemy positions.
-- In skirmish I tested with 5 different A.I.s - by far
Become Prey 2008 ** performed best. Tough, long
battle mano a mano. The topography was directly responsible for my having a good fighting chance
against 3 BPs.
-- Do you want any screen caps of sticky spots & cliff anomalies ?
-- Because the passageways and ridges are on the narrow side I don't think you should
place any map features. However, some water catchments here and there might be something
to think about.
- Regards, whipper.
** Yes, I have BP 2008 running under the WRP binary. This version is not available publically anymore
and I have not gotten NIKER's permission to release it yet. It's a very challenging AI (non-cheating too)
and it also has the added boon of being able to handle water maps as did the dedicated "H2O" AI by Prometheus...
-- EDIT: For those of you not familiar with Lav's body of work............
-- A nice little article about the Mars Memnonia quadrangle region here:
http://en.wikipedia.org/wiki/Memnonia_(Mars)
-- And here's a cool NASA pic:
.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.