First Map (in a long time and worth playing :P) Cube II

Share your Fleet Operations maps here and share them with other users.
posted on May 22nd, 2010, 10:12 am
Last edited by Anonymous on May 22nd, 2010, 2:45 pm, edited 1 time in total.
You know the stock FO map cube? Well I tried updating it to make it harder to turtle and provide new strategies. I also gave it a new look. Tell me what you think :)

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posted on May 28th, 2010, 3:46 am
Ah I like it!  :thumbsup:
posted on May 28th, 2010, 9:54 am
i think you can turtle easy, you just need to get rid of the player directly opposite your up or down, just fill the mouth around the tritanium moons near the middle full of torp turrets and the moons in the middle as well. left or right middle triangle hole is enough to build a base in and be protected from 2 sides if the defenses are adequate enough.

one day i may play it, good job though :thumbsup:.
posted on May 28th, 2010, 10:12 am
Eliminating players often opens up more options, but it can't generally happen until mid-game at least.  At the point when you've eliminated a player, you've usually wither won (in a 2v2) or are definitely winning, if the other players let you do it (in FFA).
posted on May 30th, 2010, 8:14 am
Can anyone think of any improvements that could be made? Balancing wise and anti bottlenecking, which I fear is the problem with this map, but I thought three bottlenecks are better than two.
posted on May 30th, 2010, 8:33 am
I think the basic layout gives not enough options for strategies...you cannot fix it
posted on May 30th, 2010, 7:57 pm
Errr...thanks I guess. I was kinda hoping for constructive feedback  :(
posted on May 30th, 2010, 7:59 pm
remove the blocking triggers, but keep the asteroids, say that the asteroids arent damaging enough to block ships. will still look nice but wont turtle
posted on May 30th, 2010, 9:52 pm
Very nicely laid out map, :thumbsup:.

  I would say that, because the original map also has a few issues, you take a look at each "section" of the map and ask, "why would I go here if I were playing?".

  The center halves each have a tetryon nebula in the corner.  To me, that's very exciting because there's a little area away from the main battle areas (the moons).  However, no one is going to intentionally run themselves into a corner where there is only a damaging nebula.

  One solution is something I've been doing more and more lately: putting a "Utility" Nebula behind or in front of a damaging one.  This creates a REASON to use a part of the map for some reason :).

  If I were you, I would open up the side barriers using "Asteroids for Background" in the 1st or 2nd Asteroid sections.  They will appear as normal asteroids on the map but appear as "background" on the minimap ^-^.  Thus, without blocking triggers it will just be eye candy :).

  The entrances to the middle sections are a bit tight, and with the moons actually being IN the entry-ways, you are asking for a person to turtle that tight corridor. 

  I disagree though with Drrrr that the map cannot be fixed :P.  There's nothing WRONG with it now, and any "fixes" you might need are minor :).
posted on May 30th, 2010, 10:07 pm
Boggz wrote:Very nicely laid out map, :thumbsup:.

   I would say that, because the original map also has a few issues, you take a look at each "section" of the map and ask, "why would I go here if I were playing?".

   The center halves each have a tetryon nebula in the corner.  To me, that's very exciting because there's a little area away from the main battle areas (the moons).  However, no one is going to intentionally run themselves into a corner where there is only a damaging nebula.

  One solution is something I've been doing more and more lately: putting a "Utility" Nebula behind or in front of a damaging one.  This creates a REASON to use a part of the map for some reason :).

  If I were you, I would open up the side barriers using "Asteroids for Background" in the 1st or 2nd Asteroid sections.  They will appear as normal asteroids on the map but appear as "background" on the minimap ^-^.  Thus, without blocking triggers it will just be eye candy :).

   The entrances to the middle sections are a bit tight, and with the moons actually being IN the entry-ways, you are asking for a person to turtle that tight corridor. 

  I disagree though with Drrrr that the map cannot be fixed :P.  There's nothing WRONG with it now, and any "fixes" you might need are minor :).


Thanks Boggz, that's really helpful :)

I was actually thinking of that utility nebula idea myself, and was doing it in the map, but I just didn't want to accidently add too many nebulae to make it slow on some peoples pcs. But I will try that.

Will look at the moons again.
posted on May 30th, 2010, 10:09 pm
that map has practically nothing (nebula wise) as it is now. a bunch of nebulae can be added before it will slow down most players.
posted on May 30th, 2010, 10:18 pm
Yeah I wouldnt' worry too much about people's PC's at the moment.  Just be careful WHERE you put Fluid and Mutara Nebs.  Borg can make broken use of them if they are ANYWHERE near a moon or a base.  However, they are great candidates for open or far-off areas of the map where people don't have a reason to go.  That way, if you have a few ships trying to escape they can head there :).  Chasing them there is a little bit of a risk and serves the added purpose of drawing enemies AWAY from your vulnerable areas.

  Again, always ask yourself, "WHY WOULD A PERSON GO HERE?"  :D
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