All the map presented here are now accessible via this link :
http://cid-9506c397de59c968.office.live ... ic/warzone
mods list :
*Hipower (T1H) 2x power level
*lowpower (T1L) %2 power level
*research-3-1 (TAM) the research cost is 3x and slightly more exponential (ideal to give a 1vs1 feel to a team battle)
*research-1-2 (TBM) the research is seriously exponential.
*research-D2-7 (TCM) this one will truely be seriously exponential. rofl.
*opn (opn) turn the commander relay building into a satellite uplink. Can also serve as an observer mod i guess...
*Minix3 (mx3) distance relevant stats are divided by 3 which turn even the smallest map in a big battleground.
*Cge-2 (Cge) That mod multiply every HP by 2. All your units all your structures will last twice as much.
*ITW (iluvalar team war) will turn every 8 oil/p map into a real NTW 40 oil/p. but instead of simply multiplying power (which cause bugs) i reduced the price of everything. That mean that you can actually go over the 40 oil/p feel. And you can even make your game lag as hell if you try that in a 40 oil/p map. lol.
*Maxix2 (Ma2) distance relevant stats are Mutliplied by 3 which turn a 256*256 map into a 128*128. ideal for those map that look great but are unfortunatly too big.
*CTT (cooler tech tree ^^) this is a brand new tech tree you start as T0 and go over T3 (with some new stuff inside). Read further this topic : viewtopic.php?f=5&t=7688

Specs :
*11 oil / players + 3 in the middle
*Fairly big map with 100+30¹ sec between neighbors
**but the center is at 75+30¹ sec from the bases
**So their is another way around every base in 150+30¹ sec
*The oil is placed in such a way that each time you take 3 oil wells (or so), you get a new frontier to defend. This mean each time you take land you open new weak-points in your defence, it's also mean that you enemy will have an opportunity to rearrange is defense with less frontier
*Many ways, treacherous passage, different arrangement of cliffs and space around the map should suit most of the different strategies.
Other clues
*There is oil in the corners of the first 2 squares. Just don't miss it at the beginning.
*I found many people tried to turtle on the first 7 oils and failed, be warned. I was playing 2vs2... I guess in FFA it might work well.
*Yeah there is oil in the middle, but it's not a emergency like in other map. I guess part of it is that with the same amount of time, you can get one oil on the enemy side and the one in the middle of your 2 base or since the center is away enough, build another building in your base (or say an outpost factory¹
¹ Your truck start in a sort of hide out, with the first 4 oils and only one door. It's designed as a reasonable draw back option in FFA. You can hold that single door and hope your enemy will go see elsewhere (or at least he take your 2nd frontier). But i think many player will advance on the second square their factory production. hence cutting that 30 seconds from the map distance but it's up to you.
To do
*The map is actually hugly, i know. The idea, as you see, is more about map design for competitive and fun matches, then for the beauty of the scene. If someone with an artistic sens can give me an hand with that... or i might do it myself another time.
*I plan to do an octogonal and even maybe an other form map with the same design. If someone can confirm that i can't rotate by 45 degree the map... i'll have to redraw it one tile at a time...
thanks for your feedbacks !




