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Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 6:35 pm
by Lynx
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.

Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 6:46 pm
by Sytec270
.

Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 6:48 pm
by Sytec270
Off topic- Lynx the more we can teach noobs to play the better. Idea is keeping ID alive and fresh

Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 10:34 pm
by ShadowZz
Completely agree. I actually really like the RC spot and it looks "hidden" almost :D

Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 10:35 pm
by Lynx
It won't stay fresh if you force building spots to players.

Re: [4.0.0] Terrain Ideas

Posted: Tue Apr 05, 2016 11:06 pm
by Sethy
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.

Re: [4.0.0] Terrain Ideas

Posted: Wed Apr 06, 2016 11:14 am
by Sytec270
"Idea of Creativity"

Re: [4.0.0] Terrain Ideas

Posted: Wed Apr 06, 2016 2:35 pm
by Sytec270
Neco@ can you give us the new 4.0.0 Island defense terrain to work with ?

Edit: Its horrible to edit middle top

Re: [4.0.0] Terrain Ideas

Posted: Wed Apr 06, 2016 3:02 pm
by Sytec270
New "Get away place"

Re: [4.0.0] Terrain Ideas

Posted: Wed Apr 06, 2016 5:11 pm
by Sytec270
Also did little changes and added a place to hide

Re: [4.0.0] Terrain Ideas

Posted: Fri Apr 08, 2016 3:08 pm
by Sytec270
New "base" i decided to call it "Cross base".

Re: [4.0.0] Terrain Ideas

Posted: Sat Apr 09, 2016 10:50 am
by Sytec270
Changed the secert shop.

Re: [4.0.0] Terrain Ideas

Posted: Sat Apr 09, 2016 4:44 pm
by Sethy
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.

Re: [4.0.0] Terrain Ideas

Posted: Sat Apr 09, 2016 6:45 pm
by Sytec270
Secret Shop "2.1"

Re: Terrain Ideas

Posted: Mon Apr 25, 2016 12:07 am
by road-kill
Secret shop is fine the way it is.