Post Reply 
 
Thread Rating:
  • 7 Vote(s) - 3.86 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Outwitters Map Creator 1.2
02-23-2013, 01:15 PM
Post: #171
RE: Outwitters Map Creator 1.2
A decent teammate wouldn't do that. It's possible on Acrospire too btw.

GC: GoHeat3
Super-Titan

[Image: sig.png]
Find all posts by this user
Quote this message in a reply
02-23-2013, 01:30 PM (This post was last modified: 02-23-2013 01:49 PM by Ser Purple Wolf.)
Post: #172
RE: Outwitters Map Creator 1.2
[Image: 20.png]

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
Find all posts by this user
Quote this message in a reply
02-23-2013, 01:41 PM
Post: #173
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…
Find all posts by this user
Quote this message in a reply
02-23-2013, 01:55 PM
Post: #174
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!
Find all posts by this user
Quote this message in a reply
02-23-2013, 02:00 PM
Post: #175
RE: Outwitters Map Creator 1.2
(02-23-2013 01:55 PM)Spidêr Wrote:  Here is my latest one: Battlegrounds

I'm a big fan of the bigger 1vs1 maps.

As always, please share your opinion freely!

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
Find all posts by this user
Quote this message in a reply
02-23-2013, 02:08 PM
Post: #176
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.

The wit spaces are also corralled up with barriers and difficult to attack.

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 Wink). IMO.

Thanks for your input!
Find all posts by this user
Quote this message in a reply
02-23-2013, 02:18 PM
Post: #177
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.

The wit spaces are also corralled up with barriers and difficult to attack.

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 Wink). IMO.

Thanks for your input!

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…
Find all posts by this user
Quote this message in a reply
02-23-2013, 02:40 PM (This post was last modified: 02-23-2013 02:54 PM by Spidêr.)
Post: #178
Big Grin RE: Outwitters Map Creator 1.2
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]
Find all posts by this user
Quote this message in a reply
02-23-2013, 03:12 PM (This post was last modified: 02-23-2013 03:15 PM by TheGreatErenan.)
Post: #179
RE: Outwitters Map Creator 1.2
(02-23-2013 10:42 AM)SerPurpleWolf Wrote:  Confection Junction:
I would rather have the spawn between the medic and sniper down one hex an the other NE from heavy. Otherwise I think it would be hard to defend a northern/southern attack.

Electropolis:
Place a bombshell two hexes above heavy and it can cover you're wit, splash enemy wit, cover a lot of the middle, AND you're able to jump soldiers in front of it.

Bad Leaf: my only suggestion would be put a barrier in between the central wit spaces. I feel like it would be more interesting.

Sand Dollar: I like it. Although, I would try moving the base one hex NE and shave the two "awkward" looking hexes near the medic and heavy.

Overall I generally like them, except electropolis.

I really hate holes, and almost never use them. That's just me. Smile

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. Smile

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.

[Image: 257k5t3.jpg][Image: 33mq0s8.jpg]
If you don't get my jokes, it's because of Postmodernism.
Visit this user's website Find all posts by this user
Quote this message in a reply
02-23-2013, 08:29 PM
Post: #180
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
[Image: 480.png]

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. Tongue
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread:
19 Guest(s)

Return to TopReturn to Content