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Map of ID

Posted: Thu Jul 28, 2016 12:00 am
by Lynx
Image

Re: Map of ID

Posted: Thu Jul 28, 2016 12:08 am
by Hash
sweet drone shot!

Re: Map of ID

Posted: Thu Jul 28, 2016 12:22 am
by pep
nice gonna print this out and put it above my bed :^) thx 4 sharing

Re: Map of ID

Posted: Thu Jul 28, 2016 1:37 am
by Dr_CoolHaus
considering how often the terrain changes, I expect this to be outdated real soon

Re: Map of ID

Posted: Thu Jul 28, 2016 2:15 am
by Burn
It takes exactly a year and a half to get to top mid base.

-Burn

Re: Map of ID

Posted: Thu Jul 28, 2016 2:53 am
by 1337hamburger
Looks pretty busy, I wonder how much of a gameplay shift there is because of the ~5 new bases and multiple new lumber bases there are. We as a community are always trying to further balance the game, I've just been thinking lately that there is almost too much map to go around. Titans seem to have a hard time currently because the map is so much more spread out than it was in the past.

Aside from that, the maps aesthetic is really better than at any other point imo.

Re: Map of ID

Posted: Thu Jul 28, 2016 3:21 am
by Burn
Agreed, @Neco has been doing a good job on the map aesthetics by hearing out the community for terrain support.

However, what needs to be done is that terrain needs to be balanced before it is uploaded onto ENTID.

-Burn

Re: Map of ID

Posted: Thu Jul 28, 2016 3:29 am
by Hash
Burn wrote:Agreed, @Neco has been doing a good job on the map aesthetics by hearing out the community for terrain support.

However, what needs to be done is that terrain needs to be balanced before it is uploaded onto ENTID.

-Burn


Agreed. Nerf top mid pls

Re: Map of ID

Posted: Thu Jul 28, 2016 7:54 am
by Remixer
Sweet shot indeed.

The map is not necessarily too big, but certain areas are too remote for the titan. As an examples bottom-right (lumber base), middle-left (lumber base) and top-mid (lumber bases). These are so far away, with a even longer ways for the titan to walk to them so it's rarely worth to go there. The shallow water passage on the left really helped and made it more balanced. However the big problem with top-middle is that it's very spread out area, meaning Titan can only fit a small amount of land in a pearl, this also means that if Titan goes there, he won't find anything else except that lumber base he went after. (have you guys seen a game where no one lumber bases right of the top-mid base?

Re: Map of ID

Posted: Thu Jul 28, 2016 8:11 am
by Burn
BurnBase is still best lumber base. (viewtopic.php?f=210&t=76798&p=312735#p308926)

Far away lumber bases aren't OP, far away tower bases are though.

-Burn

Re: Map of ID

Posted: Thu Jul 28, 2016 8:33 am
by Remixer
Burn wrote:BurnBase is still best lumber base. (viewtopic.php?f=210&t=76798&p=312735#p308926)

Far away lumber bases aren't OP, far away tower bases are though.

-Burn


I feel like they are strong because Titan has no reason to go there, unless he finds the base. On the lumber bases I do not agree that much, unless that is everything gets denied.

Re: Map of ID

Posted: Fri Jul 29, 2016 11:47 pm
by Burn
I'm going to assume you didn't read the guide about BurnBase.

The base is:

1) Close
2) Easy to predict when titan is going to nuke it
3) When titan does nuke it, it means you get a lot of free gold, unless titan TPs.
4) Only problem with the base is that it can be WW nuked from the front.

Counter to 4):

Deto the nuk-able workers in the front, and put them at mid as wotw deto'ers, or in a seed.

-Burn

Re: Map of ID

Posted: Sat Jul 30, 2016 7:31 am
by Remixer
Burn wrote:I'm going to assume you didn't read the guide about BurnBase.

The base is:

1) Close
2) Easy to predict when titan is going to nuke it
3) When titan does nuke it, it means you get a lot of free gold, unless titan TPs.
4) Only problem with the base is that it can be WW nuked from the front.

Counter to 4):

Deto the nuk-able workers in the front, and put them at mid as wotw deto'ers, or in a seed.

-Burn


Bad quote from me, I was referring to the lumber bases that are far. ;P