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Outwitters Map Creator 1.2
02-23-2013, 09:42 PM (This post was last modified: 02-23-2013 09:49 PM by Ser Purple Wolf.)
Post: #181
RE: Outwitters Map Creator 1.2
Well, if you place a BS 4 hexes above the medic it can cover both enemy wits. One more and can cover both wits and splash base, but then it's in soldier range of the spawn.
(02-23-2013 03:12 PM)Erenan Wrote:  Also, lately I've been trying to keep my maps within 14 vertical hexes (usually 13) and 13 horizontal ones, because that seems to be the limit on all the existing 1v1 maps. I really don't play 2v2, so I'm not sure if the 2v2 maps are different.

Breaking point is 10 by 13?
I didn't realize maps could be defined by hexes like that. Ill have to put that into consideration next time.

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02-23-2013, 10:00 PM
Post: #182
RE: Outwitters Map Creator 1.2
Nice, but there is a problem for the wit space on the edge of the map. If P1 moves his heavy toward it, it will be able at tun 3 to kill the unit which took the wit space, in ANY case.

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02-23-2013, 10:27 PM
Post: #183
RE: Outwitters Map Creator 1.2
Quote:Well, if you place a BS 4 hexes above the medic it can cover both enemy wits. One more and can cover both wits and splash base, but then it's in soldier range of the spawn.
You're right, but it's very unlikely that it'll perform even one shot - it's a pretty vulnerable place. If player will buff it and protect by soldiers, enemy could take it down for 5 wits (two soldiers take down one soldier, sniper hits BS and a runner finish it off. If player have got only 1 soldier in range, the whole action cost 2 wits more (spawn of soldier) - 7 wits total. So it's possible to perform by using just new turn wits.

Quote:Nice, but there is a problem for the wit space on the edge of the map. If P1 moves his heavy toward it, it will be able at tun 3 to kill the unit which took the wit space, in ANY case.
If P1 'll move heavy forward, P2 will notice it. It give him enough time to perform an action to prevent it, like spawning sniper.

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02-23-2013, 11:51 PM
Post: #184
RE: Outwitters Map Creator 1.2
(02-23-2013 02:40 PM)Spidêr Wrote:  
HA! So I made another one: Gangplanks

[Image: 477.png]


Tell me what you think!
(02-23-2013 02:18 PM)TheGoldenGriffin Wrote:  But it will take 6-7 turns to get a soldier across the map to get to the enemy base.

Stated that way, ya, I see what you mean.
I modified it this way to, hopefully, make it a bit more realistic. What do you think?

[Image: 478.png]

P1 could spawn a runner with the spawn space close to the middle and kill P2's runner and that makes P2 start with one less unit than P1

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02-24-2013, 12:08 AM
Post: #185
RE: Outwitters Map Creator 1.2
Changes (1.22):

Bugfixes
  • Author and map names with special characters were erroneous in tables

jesusfuentesh Wrote:  Harti is like the silent lion. He never says any word, but when so, he was just waiting for his victim haha

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02-24-2013, 01:59 AM
Post: #186
RE: Outwitters Map Creator 1.2
(02-23-2013 09:42 PM)SerPurpleWolf Wrote:  I didn't realize maps could be defined by hexes like that. Ill have to put that into consideration next time.

Its because if a spawn space is too far from the enemy base, games would take too long because half the game would be getting your units across the map. If its too close, FTA would be too strong.

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02-24-2013, 07:13 AM
Post: #187
RE: Outwitters Map Creator 1.2
(02-23-2013 09:42 PM)SerPurpleWolf Wrote:  Well, if you place a BS 4 hexes above the medic it can cover both enemy wits. One more and can cover both wits and splash base, but then it's in soldier range of the spawn.
(02-23-2013 03:12 PM)Erenan Wrote:  Also, lately I've been trying to keep my maps within 14 vertical hexes (usually 13) and 13 horizontal ones, because that seems to be the limit on all the existing 1v1 maps. I really don't play 2v2, so I'm not sure if the 2v2 maps are different.

Breaking point is 10 by 13?
I didn't realize maps could be defined by hexes like that. Ill have to put that into consideration next time.

Oops, I didn't mean to imply that Breaking Point didn't fit those dimensions. I was just curious if anyone else was thinking about it.

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02-24-2013, 07:24 PM
Post: #188
RE: Outwitters Map Creator 1.2
(02-22-2013 04:29 AM)Harti Wrote:  Technically, it would be possible for me to create an "Outwitters by Web" site, but it's a huge load of work to go through. I'm not very likely to do that, even if all you people would beg for it. I'd only do it when OML asked me to.

wow, that would be really cool! I think it also could be a real multiplier for the player (and revenue) base....

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02-25-2013, 03:12 AM (This post was last modified: 02-25-2013 03:14 AM by Piko.)
Post: #189
RE: Outwitters Map Creator 1.2
(02-24-2013 07:24 PM)Random Task Wrote:  
(02-22-2013 04:29 AM)Harti Wrote:  Technically, it would be possible for me to create an "Outwitters by Web" site, but it's a huge load of work to go through. I'm not very likely to do that, even if all you people would beg for it. I'd only do it when OML asked me to.

wow, that would be really cool! I think it also could be a real multiplier for the player (and revenue) base....

Anyone think the same way as I do? Tongue


Btw, I made a new map:

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02-25-2013, 05:45 AM
Post: #190
RE: Outwitters Map Creator 1.2
I like that one.

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