| Poll: Which maps (if any) should be retired? This poll is closed. |
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| Sharkfood Island | ![]() ![]() |
68 | 11.91% |
| Long Nine | ![]() ![]() |
29 | 5.08% |
| Glitch | ![]() ![]() |
22 | 3.85% |
| Foundry | ![]() ![]() |
74 | 12.96% |
| Sweetie Plains | ![]() ![]() |
35 | 6.13% |
| Peekaboo | ![]() ![]() |
84 | 14.71% |
| Reaper | ![]() ![]() |
36 | 6.30% |
| Thorn Gulley | ![]() ![]() |
33 | 5.78% |
| Don't remove any maps! | ![]() ![]() |
190 | 33.27% |
| Total | 571 vote(s) | 100% | |
| * You voted for this item. | [Show Results] |
Which Maps to Retire?
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02-22-2013, 11:40 AM
(This post was last modified: 02-22-2013 11:40 AM by ElPared.)
Post: #157
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RE: Which Maps to Retire?
(02-22-2013 11:26 AM)harvarnold Wrote: Yeah, but p2 gets the first soldier spawn, and the extra wits help defend against p1's attack. Then P1 sends his starting soldier and a runner down and kills your soldier ![]() meh. I'm just miffed at this one game I'm playing where this is happening. It took me like 3 turns, using all my wits on each of them, to fight him off, and now I'm having to deal with the army he made on his side space :[ but I have heard people complaining about how the side wit spaces are 6 spaces away from each player's spawn (the middle for P1 side for P2) and I think moving the side spawn spaces back one space would fix it without changing how the map is played too much. GameCenter: ElPared Crying Foot ![]() OSN Player Profile: ElPared -- I'm always posting both wins and losses, critiques welcome |
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Crying Foot 
