The Final Frontier - [4 Players]
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posted on February 11th, 2010, 9:23 pm
Yay!
Once again I have given birth to a hunk of textures and SOD's arranged somewhat haphazardly that I am calling a map!
This map is called The Final Frontier.
Players: 4
Arrangement: 2 vs. 2 (almost exclusively)
Dimensions: 17500 x 17500 (Medium-Large)
Moons: Scattered, but Plentiful.
Nebulae: Scattered, all types.
Wormholes: 1 Pair, connecting the non-player sides.
HISTORY and PURPOSE:
This map was kind of inspired by "Blue Amber", a stock FO map. I always liked the way that expanding was kind of an oozing process by which you moved out as you needed more resources, but the farther out you oozed, the more stretched out and vulnerable your mining facilities became. Suddenly having the most resources available can become a liability in itself instead of the checkmate .
So I've been hearing lots of neat talk about larger maps and what can be done with them now that we have had an across-the-board speed increase. This opens up lots of possibilities for a map-maker in terms of what can now be implemented pragmatically.
What I've gone for here is a slightly larger map (it doesn't necessarily feel like 17500 x 17500 ) with scattered resources where a player NEEDS to expand in order to adequately field their fleets. The moons for the most part are not clumped nicely together in easily defensible positions but are instead smattered (if that's not a word then I'm making it one right now) about the landscape. They are generally alone an vulnerable. This has two distinct functions that I will get to in the strategy part.
Aesthetically I tried to make the map feel as if it were made up of many small "paintball arenas". Now I realize that sounds silly, but most of the object placements has been specifically made so that you can use the terrain to your advantage as best as possible. So use it!
STRATEGIES:
I encourage everyone playing this map to think about it in a new light before they jump into it. This map is slightly larger than a normal 2 v 2 map. This map's resources are also de-centralized. People sometimes think of this as a liability, but I am seeing it as a golden opportunity.
Final Thoughts:
I have NOT tested this map with Borg. I have made a couple of maps now in 3.1.1 and have decided that there are really only a few factors needed to be taken into account for Borg. One being that larger maps with more resources means death to Borg in most cases. Too small and Too big = doom. They don't expand as well as most other races so the extra moons means more resources they cannot use. Thus you should not be deterred from expanding and should use that extra di/tri to increase your rate of CC gathering and build more Supply Stations. Probes cost no CC and make great raiders as well!
I had considered putting a 5th and 6th player positions in the corners opposite the main team start points. I thought it might be fun to at least have the option of a 3 v 3. I'm going to see how this map plays out as a 2 v 2 and then if people generally agree that having the option of an extra player on each side a ways behind the Wormholes being a good idea, I will re-release it with those starting positions open.
Have fun!
Once again I have given birth to a hunk of textures and SOD's arranged somewhat haphazardly that I am calling a map!
This map is called The Final Frontier.
Players: 4
Arrangement: 2 vs. 2 (almost exclusively)
Dimensions: 17500 x 17500 (Medium-Large)
Moons: Scattered, but Plentiful.
Nebulae: Scattered, all types.
Wormholes: 1 Pair, connecting the non-player sides.
HISTORY and PURPOSE:
This map was kind of inspired by "Blue Amber", a stock FO map. I always liked the way that expanding was kind of an oozing process by which you moved out as you needed more resources, but the farther out you oozed, the more stretched out and vulnerable your mining facilities became. Suddenly having the most resources available can become a liability in itself instead of the checkmate .
So I've been hearing lots of neat talk about larger maps and what can be done with them now that we have had an across-the-board speed increase. This opens up lots of possibilities for a map-maker in terms of what can now be implemented pragmatically.
What I've gone for here is a slightly larger map (it doesn't necessarily feel like 17500 x 17500 ) with scattered resources where a player NEEDS to expand in order to adequately field their fleets. The moons for the most part are not clumped nicely together in easily defensible positions but are instead smattered (if that's not a word then I'm making it one right now) about the landscape. They are generally alone an vulnerable. This has two distinct functions that I will get to in the strategy part.
Aesthetically I tried to make the map feel as if it were made up of many small "paintball arenas". Now I realize that sounds silly, but most of the object placements has been specifically made so that you can use the terrain to your advantage as best as possible. So use it!
STRATEGIES:
I encourage everyone playing this map to think about it in a new light before they jump into it. This map is slightly larger than a normal 2 v 2 map. This map's resources are also de-centralized. People sometimes think of this as a liability, but I am seeing it as a golden opportunity.
- If you expand centrally and you get slapped with a dead fish (:fish:), move to a corner. There are lots of moons and they are all within reach.
- If you lose an expansion, don't fret! Just because you've lost that mining facility doesn't mean you've lost the game. Scout out a new moon elsewhere and go there. You opponent will likely expect you to try and retake your lost moon.
- If you do locate a pair of moons relatively close to each other, link them up with a shipyard! A shipyard will provide not only a fast way to protect your mining post with vessels, but also a major deterrent to enemy raiders who know that your defending ships can repair and come back fighting very rapidly. A shipyard and a turret or two defending your miners with the aid of a few destroyers can turn back a much larger force.
- Scout everywhere! Even if you are a race like Federation, Borg, or Dominion who do not have cloakable scouts, get them out there and watch the major "roadways" and the few moonpairs that exist. Make sure your team knows what the opponents are up to!
- If you are Borg, there will likely be more resources than you have Collective Connections to use on. In this case I highly encourage you to set up extra supply centers and be blasting out Probes willy nilly to assault your opponent's mining posts.
Final Thoughts:
I have NOT tested this map with Borg. I have made a couple of maps now in 3.1.1 and have decided that there are really only a few factors needed to be taken into account for Borg. One being that larger maps with more resources means death to Borg in most cases. Too small and Too big = doom. They don't expand as well as most other races so the extra moons means more resources they cannot use. Thus you should not be deterred from expanding and should use that extra di/tri to increase your rate of CC gathering and build more Supply Stations. Probes cost no CC and make great raiders as well!
I had considered putting a 5th and 6th player positions in the corners opposite the main team start points. I thought it might be fun to at least have the option of a 3 v 3. I'm going to see how this map plays out as a 2 v 2 and then if people generally agree that having the option of an extra player on each side a ways behind the Wormholes being a good idea, I will re-release it with those starting positions open.
Have fun!
Attachments
- The Final Frontier.rar
- (61.06 KiB) Downloaded 304 times
[The extension has been deactivated and can no longer be displayed.]
- The Final Frontier.txt
- (5.59 KiB) Downloaded 245 times
[The extension has been deactivated and can no longer be displayed.]
posted on February 11th, 2010, 9:58 pm
God I love you
posted on February 11th, 2010, 11:11 pm
Oh and I didn't mention this in the original posting, but in this map if you have an AI on your side they WILL try and steal your moons. Any time you're in close proximity to an AI they will always try and bogart your moons.
Solution: Phaser the shit out of their miners. They won't replace them and all you have to do is build around their mining stations.
Solution: Phaser the shit out of their miners. They won't replace them and all you have to do is build around their mining stations.
posted on February 12th, 2010, 12:26 am
very nice map i hope we try it online soon
posted on February 12th, 2010, 1:37 am
Looks good - definitely awaiting the weekend
posted on February 12th, 2010, 2:29 am
yep, instant D/L
posted on February 12th, 2010, 2:30 pm
Very nice...... makes me question how good my maps are....
posted on February 12th, 2010, 5:17 pm
Last edited by Boggz on February 12th, 2010, 7:22 pm, edited 1 time in total.
So as I play this map more and more ...
I am beginning to feel as though I did over-resource it. I played a really fun game (even against the AI) on Phoenix's Beta ... Beta Aquilae (hope I spelled that right) which has very scant resources in far-off places. Before I released it my own map had far fewer moons. A quick game with the AI, however showed me that there were simply not enough resources given the fact that the teammates start off very close to one another.
Now I'm feeling like you really don't have to move past your 3rd di moon and 2nd tri moon ...
Let's do some online play this weekend and see how it goes with humans.
POSSIBLE CHANGES:
Feb. 12, 2010
I am beginning to feel as though I did over-resource it. I played a really fun game (even against the AI) on Phoenix's Beta ... Beta Aquilae (hope I spelled that right) which has very scant resources in far-off places. Before I released it my own map had far fewer moons. A quick game with the AI, however showed me that there were simply not enough resources given the fact that the teammates start off very close to one another.
Now I'm feeling like you really don't have to move past your 3rd di moon and 2nd tri moon ...
Let's do some online play this weekend and see how it goes with humans.
POSSIBLE CHANGES:
- Addition of a 5th and 6th Player Slots in the top right and bottom left moon pairs. This would give the map the option of being either a 2 v 2 or a 3 v 3.
- Reduced number of Resource Moons. Depending on how online play goes I may cut the number of moons to avoid rapid tech or simple spamming.
Feb. 12, 2010
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