- Wicked gameplay
To fit the revolutionary battle situation
To provide a continuity element to the map pack
Moderator: Cartographers
Yeah, I concur, at first look the map appears to be choke-city but the commanders mean it certainly isn't. I don't see a choke or linear issue.Industrial Helix wrote:So I've been hearing a lot of complaints about the map and that it might be riddled with too many choke points. When i designed the map, I positioned the commanders in such a way as to counter this. Yes, the island has a lot of chokepoints if it were a classic style map, but the idea I had to counter this was that with Commanders on both north and south sides of the island constantly autodeploying, it would make it much more difficult to snake up the island with the usual grab and hold strategy. Any thoughts on this? Does anyone concur?
Industrial Helix wrote:Also, there has been suggestions that the commanders one way attack their respective popular supports... thoughts? I was thinking of maybe making the cities able to hit the middle class, seeing as that's where they'd be, and then letting the rural regions also hit the poor classes. This might open up the map a little more as well.
-SullyIndustrial Helix wrote:Also, there has been suggestions that the commanders one way attack their respective popular supports... thoughts? I was thinking of maybe making the cities able to hit the middle class, seeing as that's where they'd be, and then letting the rural regions also hit the poor classes. This might open up the map a little more as well.
I think it's fine now, I was just wondering why you decided not to put it in or if you just forgot or something. I think it's ready for gameplayIndustrial Helix wrote:I'm a tad hesitant to employ it. I find symbols somewhat difficult to make sense of on a map when they indicate gameplay options and this is the only route I can see working. Furthermore, if I made all the rural regions able to hit poor class support, then the map might become far too open for my tastes. I'm very much a take and hold game player and such openness in a map really goes against my instincts.
It's possible that this could still be adapted if the current map is too chokepointy.
I agree both times.Industrial Helix wrote:Alright, so gameplay concerns.... anyone?
Lets start with bonuses
1) I'm considering a raise on commanders to +2 autodeploy
2) The cities and land territories act differently... and as I look at it I realize it needs some changes to prevent starting advantages. Stay tuned.
you still have not mountains between Yaguajay and EscambayIndustrial Helix wrote: I hate open maps.