Creator: Texrex || First Published: 07/14/2018 || Players: 2 || Size: 20x20
Categories: C-Rank, Standard
Rating: 3.25 in 4 ratings
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Comments:
knocklok (07/14/2018 01:06am):
Map is unbalanced, thats why i resigned
Meta Rexy (07/14/2018 03:06pm | Edited: 07/14/2018 03:23pm):
Remove missile silos from the waters as they shoal lock naval
units from the East and West ports.
Also remove them from the starting bases as they can heavily
interfere with capture phases and FTA. If you so insist on missiles
I'd place them in the Pipe seams locked areas.

Fronts too narrow. Need more bridges along river. Map promotes
stagnation and rocket locking opposing bases. Poor balance.
Texrex (07/14/2018 09:28pm):
Tried to widen the chokes a little, and removed most missle silos. Map is mean to play with rockets requiring a lab,
but I'm not sure if that will fix the issue. Also completely opened the central area.
Xmo5 (07/16/2018 09:56am):
The main issues that you're going to see are that the production facilities are too far
forward and the bulk of the properties are too well protected. With bases and silos in the
middle like that, you can add to FTA and you also make the battle very swingy. That is, if
your opponent moves forward the smallest increment, capturing the most contested
properties, they've essentially won by gaining a significant unit production/location
advantage over you. I suggest removing the center bases (and silos) entirely.

Following that, once you get past the central area, everything is so well defended that
nobody could hope to overcome it. With the central bases, capturing anything means you
win. Without them, capturing the center is nearly meaningless in ending the battle and
there are no other places you can hope to advance/progress. Leave some more properties to
fight over and don't defend the bulk of them so heavily and this will be smoother.



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