
- TOTAL ANNIHILATION MAPS HOW TO
- 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 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.
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.
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.