Terrain Ideas

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Lynx
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Re: [4.0.0] Terrain Ideas

Postby Lynx » Tue Apr 05, 2016 6:35 pm

tbh i dont really like the idea of the map guiding players where to build stuff, for example stuff like the above, but w/e about that. It's more significant in bases where lay out has a big impact on the game, see top right, in the beginning of 4.0 it had no guidance of where to stop putting towers and put a rc. Now there is a big indicator. You could argue that this is a good thing since it teaches noobs, but I find that guiding players too much becomes mundane and monotonous, base layout is also a fun thing to experiment with and learn, please keep those elements left in id.

Top left has the best base design imo, even after so many years of being the same no one uses the same layout.

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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Tue Apr 05, 2016 6:46 pm

.
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Tue Apr 05, 2016 6:48 pm

Off topic- Lynx the more we can teach noobs to play the better. Idea is keeping ID alive and fresh

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Re: [4.0.0] Terrain Ideas

Postby ShadowZz » Tue Apr 05, 2016 10:34 pm

Completely agree. I actually really like the RC spot and it looks "hidden" almost :D
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Lynx
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Re: [4.0.0] Terrain Ideas

Postby Lynx » Tue Apr 05, 2016 10:35 pm

It won't stay fresh if you force building spots to players.

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Re: [4.0.0] Terrain Ideas

Postby Sethy » Tue Apr 05, 2016 11:06 pm

Lynx wrote:tbh i dont really like the idea of the map guiding players where to build stuff, for example stuff like the above, but w/e about that. It's more significant in bases where lay out has a big impact on the game, see top right, in the beginning of 4.0 it had no guidance of where to stop putting towers and put a rc. Now there is a big indicator. You could argue that this is a good thing since it teaches noobs, but I find that guiding players too much becomes mundane and monotonous, base layout is also a fun thing to experiment with and learn, please keep those elements left in id.

Top left has the best base design imo, even after so many years of being the same no one uses the same layout.


I'd have to agree with you on this. I'm not too big of a fan of bases where the walling is extremely linear and obvious. Although there is eventually an optimal way of walling found, bases like top left, tommy and beach allow for some creativity.
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Wed Apr 06, 2016 11:14 am

"Idea of Creativity"
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Wed Apr 06, 2016 2:35 pm

Neco@ can you give us the new 4.0.0 Island defense terrain to work with ?

Edit: Its horrible to edit middle top
Last edited by Sytec270 on Wed Apr 06, 2016 3:34 pm, edited 1 time in total.

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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Wed Apr 06, 2016 3:02 pm

New "Get away place"
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Wed Apr 06, 2016 5:11 pm

Also did little changes and added a place to hide
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Fri Apr 08, 2016 3:08 pm

New "base" i decided to call it "Cross base".
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Sat Apr 09, 2016 10:50 am

Changed the secert shop.
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Re: [4.0.0] Terrain Ideas

Postby Sethy » Sat Apr 09, 2016 4:44 pm

Sytec270 wrote:Changed the secert shop.


Visually looks good, but the increase in elevation would be OP for builders since titan has to commit more movement to checking each cliff for a builder standing there to buy items.
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Re: [4.0.0] Terrain Ideas

Postby Sytec270 » Sat Apr 09, 2016 6:45 pm

Secret Shop "2.1"
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Re: Terrain Ideas

Postby road-kill » Mon Apr 25, 2016 12:07 am

Secret shop is fine the way it is.


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