Outwitters Map Creator 1.2
02-23-2013, 01:15 PM
Post: #171
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RE: Outwitters Map Creator 1.2
A decent teammate wouldn't do that. It's possible on Acrospire too btw.
GC: GoHeat3 |
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02-23-2013, 01:30 PM
(This post was last modified: 02-23-2013 01:49 PM by Ser Purple Wolf.)
Post: #172
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RE: Outwitters Map Creator 1.2
I revamped this map into 2v2. I tried to spell out OML. Can you see it LOL? For some reason it won't update. (Edit) it changed. GC: Great Wolf Sif
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02-23-2013, 01:41 PM
Post: #173
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RE: Outwitters Map Creator 1.2
(02-23-2013 01:30 PM)SerPurpleWolf Wrote: For some reason it won't update. If you're using iOS, refresh it until the changes show up I hear there's a secret Mobi hidden here somewhere… |
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02-23-2013, 01:55 PM
Post: #174
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RE: Outwitters Map Creator 1.2
Here is my latest one: Battlegrounds
I'm a big fan of the bigger 1vs1 maps. As always, please share your opinion freely! |
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02-23-2013, 02:00 PM
Post: #175
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RE: Outwitters Map Creator 1.2
(02-23-2013 01:55 PM)Spidêr Wrote: Here is my latest one: Battlegrounds You wasn't joking when you said you like BIG maps. For me, it's too big. The wit spaces are also corralled up with barriers and difficult to attack. GC: Great Wolf Sif
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02-23-2013, 02:08 PM
Post: #176
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RE: Outwitters Map Creator 1.2
(02-23-2013 02:00 PM)SerPurpleWolf Wrote: You wasn't joking when you said you like BIG maps. For me, it's too big. hehe Nope, I was not. The two Witt spaces on each side are like bunkers, easy to defend, like real war bunkers. The middle Witt spaces will be very tempting for constant battle, and if you can get a sniper up past the central bonus Witt hex on your side you can snipe the other. This map could produce a long lasting game, but could also allow for some great tactical moves(sounds like fun to me ). IMO. Thanks for your input! |
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02-23-2013, 02:18 PM
Post: #177
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RE: Outwitters Map Creator 1.2
(02-23-2013 02:08 PM)Spidêr Wrote:(02-23-2013 02:00 PM)SerPurpleWolf Wrote: You wasn't joking when you said you like BIG maps. For me, it's too big. But it will take 6-7 turns to get a soldier across the map to get to the enemy base. I hear there's a secret Mobi hidden here somewhere… |
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02-23-2013, 02:40 PM
(This post was last modified: 02-23-2013 02:54 PM by Spidêr.)
Post: #178
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RE: Outwitters Map Creator 1.2
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02-23-2013, 03:12 PM
(This post was last modified: 02-23-2013 03:15 PM by TheGreatErenan.)
Post: #179
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RE: Outwitters Map Creator 1.2
(02-23-2013 10:42 AM)SerPurpleWolf Wrote: Confection Junction: I took most of your points and made changes to these maps. Thanks! I didn't move the bases in Sand Dollar because that started to screw up other things and I got tired of messing with it. I really like Breaking Point. I would definitely play on that one. I like holes, though I suppose maybe I throw them around a bit too much. 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. |
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02-23-2013, 08:29 PM
Post: #180
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RE: Outwitters Map Creator 1.2
Yes, you're right, every Outwitters map isn't bigger than 13x13, except the Long Nine which is 13x14.
Strawberry Jam To avoid losing sniper and buffer bcoz of FTA, player can easily make a barrier to protect them - by using one starting unit and one spawned runner (3 wits) or one spawned soldier (4 wits). After doing it player have enough wits to capture the second wit space, even if starting with only 5 wits. Enemy also isn't able to pick off sniper or medic without moving into the heavy's sight range. Holes' size and shape doesn't make shooting units OP, bcoz opposite player can move units outside their range (even of BS) and don't get big (or any?) disadvantage. At least I think so. |
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