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Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Mar 06, 2017 12:07 am
by riskllama
but, i've farmed my silver beta & freestyle medals off it. can we please keep it in beta just one more year???

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Mar 09, 2017 9:00 pm
by bobdakota
I don't see any changes to this map. It is was it is and it works fine.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Fri Mar 10, 2017 3:57 pm
by boow
BetaMarch post

I had never seen this map before the March scenario, and just created three games without ever looking into the map.

Games arent even finished yet, so hopefully i dont run into the no end in sight, since i did not include a time limit. i did do escalating, so that should provide for an end I suspect.

Good: it's a neat idea!

Bad: It's a one trick idea... and the race to the middle is actually rather tedious just going through terts.

Ideas: Make the resouces add to your actual deploy count, and not an auto-deploy. Allow the starting point to bombard the resources as well as the bridge.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat Mar 11, 2017 3:45 am
by Awoodness
I really like the history involved with the map. I dislike that you can't bombard more of the other player spots.

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat Mar 11, 2017 7:31 am
by betiko
-i really like how different this map is prof the rest
- i don't really like the fact thqt both trails have a very different order for bombardable terts and +2, it can give a significant advantage to one or the other, but I guess you kept it as close as possible to the historical events

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sun Mar 12, 2017 6:41 am
by Mishalex
Hello guys, congrats for this map, you are close to the validation.

I am sorry, I won't put any positive comments. I am not a huge fan of this map, seems too simple for me and dice are playing a two huge part especially in 1 vs 1. The positive part is that there is no such map as this one.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Tue Mar 14, 2017 7:05 pm
by dyrtydog
Beta March Post:

Constructive: I personally think the game play is fun; anyone can win--no matter the settings--hazards included. If Fog, you can definitely figure out where someone is.

Non-Constructive: Can't use it in clan wars--no clan uses 1 x 1 anymore. Hard to get going with a hazard right out front--especially with the dice the way they are lately. Also, I would make the resources part of the chain.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sun Mar 19, 2017 12:28 am
by jfm10
this is a map to love..the good thing about it is it is easy to understand.the bad thing as mentioned is getting over that 1st hazard.Just to be a spoiler when playing with spoils build up on the start and bombard opponents bridge for a card..took afew games to see that one.Thanks all involved for a good map :)

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Mar 23, 2017 11:56 am
by grifftron
Ok I really like this map because I won the only game I played on it.

I prob won't play it again unless forced too but we gotta take our hats off to the legend cairnswk for always pushing for new ideas on CC maps and giving us so many classics.

The only thing I think that could make this map better is maybe more bombardments but that might make the game last longer than it should be for a map like this.

Cheers again to the legend.

-griff

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Mar 27, 2017 3:36 am
by Captn B
I might suggest a slight change, tho it probably won't make much difference to the game play: I'd think that Donner Pass (far more notorious than 15 Tunnels) should have the Poor Conditions, since eating your neighbor is slightly more horrendous than an avalanche. Yes, I get it, this is a train/rail map and avalanches do far more damage to a train than cannibals do. Yet the notoriety of Donner Pass carries far more weight to the average individual's mind.

Overall, tho, this is a beautiful map...period pictures, historical value, train-themed artwork, and an unusual scenario where one seldom attacks the other to make it more of a race (like it was to the golden spike) make this map very special. Kudos to all aspects of the design and implementation!

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Wed May 24, 2017 4:40 am
by Vlasov
I'm surprised this map is still in Beta. It has good and bad points, but it's quite different from all the other maps, and it's designed for 1 vs. 1 play.

Personally I enjoy it because I've visited many of the locations in California, Nevada, Utah, and Wyoming (by car, not by Amtrak). Unfortunately I never made it to the actual Promontory Summit in northern Utah.

I wonder if someone could make a similar map based on another transcontinental railroad, like the Trans-Siberian railway. Of course it would take a LOT of research to make it historically accurate.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sat May 27, 2017 7:34 am
by Fuchsia tude
Dukasaur wrote:The thing I dislike most about this map is the tendency to deadlock. Now that we have the capability to lock out certain settings, we should lock out "no round limit". There's no quick fix to the deadlock problem that I can see. Round limits are the way to go. Most people know this, but it's so easy to accidentally forget the round limit, so I think it should just be locked in.
This is key, I think. It wasn't possible before, but we can do this now.

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Wed Dec 13, 2017 10:00 am
by stwman
I don't know what all the initial fuss was about - I love this map!! Playing it for the first time and not over yet (I may yet lose) but for a player likes me who likes the raw 1:1 combat of maps like Circus Maximus etc - wow! This is a keeper!

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Mon Sep 03, 2018 8:10 pm
by JEDSTRONG
I play this map a lot and I enjoy the variety and challenges of starting as CP or UP. The only settings I have encountered that are straight up unbalanced is trench with 20 round limit... UP player has big advantage.

Anyone up for a challenge shoot me an invite. Will play pretty much any settings except the above.

Re: Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Jun 25, 2020 8:05 pm
by Butters1919
why no quench or removal?

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Sun Oct 11, 2020 2:18 pm
by Fuchsia tude
Fuchsia tude wrote:
Dukasaur wrote:The thing I dislike most about this map is the tendency to deadlock. Now that we have the capability to lock out certain settings, we should lock out "no round limit". There's no quick fix to the deadlock problem that I can see. Round limits are the way to go. Most people know this, but it's so easy to accidentally forget the round limit, so I think it should just be locked in.
This is key, I think. It wasn't possible before, but we can do this now.

Can we just ban No round limit and quench this? What are we waiting on?

Re: 1v1: Promontory Summit [10.3.14] BETA

PostPosted: Thu Jul 29, 2021 11:58 am
by SNARF17WD
take away no reinforcements option for this map , you can go nowhere with it