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Maps & Scenarios Battlegrounds and scenarios |
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NUN's Somewhat Competitive Maps (Some VS)
Most of the time when I play 'scape I'll find a map in the downloads since I lacked the skills to make a semi-competitve map. Now-a-days after reading this thread, I've learned a thing or two and feel comfortable throwing my own maps together every once in awhile. I have a Mac so I can't use VirtualScape to show you guys these maps.
Note: The reason I started this thread is to show some maps I am quite proud of. I hope you guys, who are excellent map makers, can help me tune up my map making game. Also, I will apologize in advance... My names for the maps are lame and uncreative. Terrain I own: I think 5x RoTV (1 First Edition with the pretty sparkly water, my first set to be exact) 2x SoTM 1 Bftu 2 VW 1 TJ 5 Rttff 1 TT Highways and Dieways Three-Way
Spoiler Alert!
Armoc Marsh
Spoiler Alert!
Three-Way Lava Map
Spoiler Alert!
Awesome Bunched Up Forest of Ye Olden Times
Spoiler Alert!
BoV Remix (Still Up)
Spoiler Alert!
Feel free to ask for more pictures if you would like as long as it says (Still Up) next to the title. Last edited by Not User Name; March 4th, 2015 at 02:20 AM. |
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Re: NUN's Somewhat Competitive Maps (no VS)
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Re: NUN's Somewhat Competitive Maps (no VS)
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Thanks for the help, I've read some of your posts in this forum and greatly appreciate your input in other places too. |
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Re: NUN's Somewhat Competitive Maps (no VS)
Hahaha do you get carried away sometimes and build 30 levels up?
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Re: NUN's Somewhat Competitive Maps (no VS)
Is that a game that takes 3-6 rounds before you even see an engagement?
Almost every map I made used to have a giant hill in the middle. Oh, and I used bridges to connect my mountains. |
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Re: NUN's Somewhat Competitive Maps (no VS)
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Re: NUN's Somewhat Competitive Maps (no VS)
The lava map looks cool, and should play pretty well. As a general rule when building 3+ player maps, however, I try to avoid pathing directly between start zones without first routing traffic through the center of the board. In FFAs, allowing people to avoid the center of the board will often enable a 2v1 to emerge, or sometimes enable one player to turtle.
Those roads you've made are a cool way to divide the start zones whilst keeping each individual zone whole. However, I'd be careful of the potential they create for side battles. Playing Kill to your Left or scoring by points killed may help to obviate unbalanced 3-player battles. |
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Re: NUN's Somewhat Competitive Maps (no VS)
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Re: NUN's Somewhat Competitive Maps (no VS)
It's a custom he made with "Instead of moving, you place this huge dragon anywhere on the map where he fits."
Oops, rolled a 1. |
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