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SquaredWar

Posted: 17 Apr 2009, 21:51
by luisynai101
ok i just made a new map and it has alot of space...a little to much but has alot of oil and 4 trucks


i never released V1 cas it had a couple things to fix



OkSHOULD I REMOVE THIS MAP i really didnt understand what turtle but im guessing it not to good huh



OK for V3 i decresed a couple height to 2

Re: SquaredWar

Posted: 17 Apr 2009, 23:03
by whippersnapper
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- This map is pure Turtle heaven and will result in Turtle War !

- Victory will go to the fastest Turtle, heh. O_o

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Re: SquaredWar

Posted: 18 Apr 2009, 02:40
by Black Project
whippersnapper wrote:.
- This map is pure Turtle heaven and will result in Turtle War !

- Victory will go to the fastest Turtle, heh. O_o
.
I agree, and the battle will never cease with this Turtle Battle.

Re: SquaredWar

Posted: 18 Apr 2009, 03:13
by DarkCheetah
i will be a Fast and Great Tortoise XD i realy build evrywhere some defenses and random stuffz, wich leads mostly to a map domination =P

Re: SquaredWar

Posted: 18 Apr 2009, 03:35
by whippersnapper
whippersnapper wrote:.

- Victory will go to the fastest Turtle, heh. O_o

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- My intuition tells me that the Turtle that achieves Air Supremacy first will have the edge.
But only playing MP against peeps will reveal if there is a particular winning strat when
turtles go to war... hmmm. I've never played an all Turtle game.

- Regards, whipper. :cool:

On a side note: I think genuine Coop version of this map could be efficiently made, Your basic design is flexible in that direction of modification - of course it could be something you may not be interested in. Just a passing thought anyway.
.

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Re: SquaredWar

Posted: 18 Apr 2009, 17:03
by DarkCheetah
well , as i like Turtle maps then i'm in! i wonder how turtle ai will do this?

Re: SquaredWar

Posted: 18 Apr 2009, 23:58
by whippersnapper
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luisynai101 wrote: OkSHOULD I REMOVE THIS MAP i really didnt understand what turtle but im guessing it not to good huh
- Turtle is fine. I would NOT remove the map. Turtle is just a different style a lot of peeps enjoy playing. More focused on base building that's all. Those who like a more offensive-aggressive game style from the beginning are just more vocal about their preferences than those who favor a Turtle style of play. From what I have seen over the years it breaks down to 50% - 50%... Mostly Turtles abandon on-line MP because of Rush and and settle for playing against the A.I. in Skirmish - and Campaign, of course. If there were more MP maps designed around the idea of parity between Rush and Turtle styles of play you'd see more Turtles gaming on-line, IMHO. I've
actually met master Rushers who can kick ass with that style but are actually Turtles at heart... meaning they really much enjoy base
building and so they stop playing MP even though they are monster players at Rushing the pace and exploiting all the games imbalances - it's just not that fun for them. What is happening under those conditions is that the game is FORCING you to play one
style...
instead of a variety of winning styles and that just plain sucks all the fun out of the experience.

- Reducing height to 2 is probably a good idea. A height of 5 causes Vtol speed-bumps - that is Vtols have a tendency
to stall before they can "climb" over a 5 height. A height of 3-4 will NOT cause Vtol Speed Bumps but will certainly lessen
the effectiveness of both DF & IF weap based siege options.. Were as the defenders IF when well placed can lob over the
"walls" of Cliff and splat attacking ground forces with ease.

- I wouldn't be concerned about peeps downloading your .LND file more than your .WZ file. All this means is that peeps
that have 32EW running can analyze your map quicker and then can compile their own .WZ file just as easily you did, and
run it in game.
DarkCheetah wrote:well , as i like Turtle maps then i'm in! i wonder how turtle ai will do this?
- ALL A.I.s handle this map the same way..... same as most Turtle Players. The reason being 2 fold. One - you have 12 Oil
Resources in base - more than enough to do whatever you want without having to fight-over and protect oil resources scattered OUTside the Base platform. Two - the bases are not vulnerable to ground attacks except for a few tiles that make up the 1 entrance which is easily and cheaply fortified.... The rest of the base has natural and impenetrable "walls" - the 2-sides that are the corner of the map and then the 2 other sides which are solid (2-tiles in height) of cliff ridges

- Basically you can Base Defend,- build your fortifications and research ..... tech-up to air supremacy - meaning you don't have to launch a major attack until you have built 50+ Vengeance Pulse Laser Vtols..... for variety you may manufacture Troop Transports
and Super Cyborgs for "mop-up Ops" behind your Air Force assaults...

- Regards, whipper.

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Re: SquaredWar

Posted: 24 Apr 2009, 08:29
by FlamingPope
Bunker Busters!

Re: SquaredWar

Posted: 24 Apr 2009, 18:08
by cloud6sword
dont think bunker busters would work to well on here think u would be better to use boambarders and pepper pots along with ur volts mabey make a scout volt to reveal every thing then move a sensor truck in range and order the long range to fire

and im also a fan of the set back and deff and research as much stuff as possible because when i go to take out the enemy i would rather it be with the best stuff i can get then with the crap starter stuff

Re: SquaredWar

Posted: 19 May 2009, 18:48
by Sharad Sun
Dude, this map KICKS.

Heh, lameness over.

I experimented a little by disabling VTOL Factory (I know it's sacrilege, but keep reading) and I found out that you can actually use a Rush/Turtle combo strategy to tuck into at least 3 of the resource fortresses. If you put up a few Pepperpots/HPVs/maybe an MRL emp or two, you can hold out for at least an hour while you build a few hundred Gauss Cannon Vengeance Tracks. Then you storm the hell out of them. Very nice comp stomp map.

If you do a V4, then have ramps leading from the insides of the forts to the tops of the walls. I always put my artillery up there.

SW2

Posted: 26 Jun 2009, 21:32
by luisynai101
im thinking of makin SW 2 8 player i dont know how to add it but i already designed it just gotta finish up the tiles