Creator: Scurge || First Published: 02/07/2023 || Players: 2 || Size: 21x21





































































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Comments: |
Scurge (02/06/2023 10:26am):
Have used mountain and sea tiles to create a map where the pre-deployed infantry unit for the second-moving faction to capture the neutral base is for the weak-side, allowing the airport to support the strong sides. Chokey terrain in the centre of the map hinders front-switching, though reinforcing your weak side with vehicles from your strong side could be done with landers, and a 'free' tank is available to incentivise this, though the starting black boats on the HQs could be switched for landers instead. |
Scurge (02/07/2023 01:03pm):
Name is of course very much up for being changed! ^^; Regardless, I tried to follow the sage advice of Mori here: "It really belongs in like, a greater Advanced Mapping tutorial, but it's really just working out terrain/property so that you tend to keep cities 4 to 5 spaces away from each other unless it benefits game play in some way, and then use wavy roads along areas that would be easy to defend otherwise. Mountains cut up the map into 1 to 3 tile wide lanes, with the chokey areas generally being closer to where the fronts connect to each other, and the wider areas towards the center of the fronts. Offset areas where cities would be easy to defend with forests and empty silos. Use shoals and roads to keep terrain fairly low, keep forests away from slowing down tanks unless it causes interest strategic decisions. Only use 1 horizontal/vertical 1 tile chokepoints at front switches, use 1 (or maybe 2) diagonal 1 tile chokepoints per front. The 1 weak base should have the capacity to fall back to two small routes, maybe 2 tiles wide each with mountains/pipes/rivers that divide them (picked based on which one makes the most sense to defend with without being impossible to break through, unless you're designing it around a base switch, in which case you can go with which is the least easy to defend with). However, falling back that far generally pushes the weak base beyond being easily supported by the chokey front switches from the strong bases." |
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