|FunkyChunk (05/08/2008 12:47am):|
Minor remake of the original.
Notice the absence of the central pipeseam.
I also changed a few other miscellaneous details.
Edit: New version!
Last Edited on 07/22/2010 07:59am
|Ducky (05/08/2008 02:16pm):|
It took a lot of flips back and forth to notice the changes.
|DuelStriker (05/08/2008 03:27pm):|
Interesting remake. I liked the other one, and this one is awesome too.
|DarkCheetah (06/07/2008 04:25pm):|
how do this map works?
|themapmaker (07/01/2008 02:20pm):|
This map works using black tiles that cost 0 MP. You can move it anywhere touching a
black tile but you can't move it on a black tile. If you break open the pipe seam you can
deploy units in the middle faster.
|lindsay40k (11/09/2008 05:34pm):|
Black tiles have a glitch which let you 'jump' a unit onto he top left square. This means AB can drop a unit there,
and next turn have it attack PL's factories or come on anywhere along PL's edge. The top left tile needs to be
isolated to stop this happening.
|mrapex (11/10/2008 11:32pm):|
you cant jump a unit there, you think you can but its like "omgz no letz you!"
|lindsay40k (11/15/2008 10:47pm):|
Seems a little stalematey... 17K a side and two factories seems to be leading to indirect standoffs. This makes
Jake extremely powerful, especially with all the plains - in fact, I'd say he's broken on this map.
Suggestion: replace a central property with an Airport, and also have tow PD Missile units so it's locked down
by default, with a successful raid on the enemy Missile unlocking the Airport for the lucky player that grabs it
(and thereby breaking the standoff)?
|Creepy Crawly (11/17/2008 09:47am):|
See if he does that then it will just be a rush for the airport which although might work,
makes the less fortunate player stand no chance.