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Total annihilation maps
Total annihilation maps









  1. TOTAL ANNIHILATION MAPS HOW TO
  2. TOTAL ANNIHILATION MAPS UPGRADE

Since it is a lane naval map, someone who takes the lake will keep it for the entirety of the game. The naval lake with the metal might be a bit overpowered.Suggestion: This makes it so that when someone locks down this expansion, it can be taken back without sending 4 ares titans over to break the choke Plays better than I expected, however I don't like the expansion between bases.FYI, 8/10 is the highest I will go until I play these maps more.

total annihilation maps

TOTAL ANNIHILATION MAPS UPGRADE

I will upgrade from a 7/10 to 8/10 until further notice. I currently do not have any suggestions, and the CSGs have not caused as much trouble as I expected. The expansions are sideways but they are done correctly. I like the expansion options, and it appears to have low snowball potential. I would do this: Replace the bottom two with a skinnier CSG (shown in red) and remove that middle one entirely.And look at these CSGs: Remove all of these, except for the ones i'm about to show.

TOTAL ANNIHILATION MAPS HOW TO

  • Look, there's another ramp CSG inside the base like on bailiff: Here's how to fix the spawn: I think removing those two metal is fine too, either works.
  • There are so many CSGs that it feels incredibly awkward to expand on, and there is literally no way to engage without encountering a choke point caused by a CSG. I don't have major suggestions, but some CSGs should probably go.
  • Speaking of the second continent, I think it plays fine but I don't like how the only place to access it besides air is one of the worst choke points i've ever seen in my life: Add a small bridge behind the spawn so land fabbers can access this continent directly from your base.
  • Remove these CSGs in blue and add some metal in the red box so players don't starve if they lose the secondary continent:.
  • Please remove this CSG, it makes base building annoying and creates a bad choke point with high ground.
  • Locusts are strong, and there are a lot of choke points.
  • Plays like hopper without treeco and naval.
  • Bailiff new: Downgraded from 6 to █ 5 █.
  • Suggestion: Now, the center platform metal dist is a little bit subjective, but the expos on the sides are very good IMO. If it had higher metal density, it may be a worthy proxy route, because it's just too far. The combination of low metal density on this main platform, choke points, and being wide open makes it a high-risk low-reward expansion. But, I still don't like how is heavily encourages pelter and turret spam due to the crazy chokes and narrow expansions.

    total annihilation maps

    The nearest metal from this pair is a single extractor farther to the right, then there's a skinny ramp with 3 metal, which is close to halfway around the entire map from the spawn.

    total annihilation maps

    Leads to a double cluster of metal, then none of the rest is free. Not to mention, there's SIX choke points at this spawn: The only expansion routes are sideways, and both lead to an ocean of open terrain.

  • Haven't played, (but you've shared some changes to this one so I wont judge yet).
  • I think were all missing abit of that randomness and difference in approach and I think that is what makes PA. I know the PAG boys liked the Naval land map, unsure of the name, I've only played it a few times, I too found it interesting. It can be hard to pull off but I find it makes for the most interesting events in game. I think this is what we all miss as Veterans in honesty, We all have a problem with the tr2 macro game that is and seem to miss all the random plays of old that were possible due to map style, balance is obviously a player here too as old plays don't work in the face of earlier tr2 90%.Īnyway, I would love to see more maps with a random non symmetrical style with spawns balanced around predicted approaches, ease of approaches, Land, Naval, Defendable etc. A lot of old school PA was about this approach. Whats your take on non symmetrical maps? I find maps that offer different approaches for each spawn play great, with differing options for each spawn leaving the players to decide on best approach from there.











    Total annihilation maps