A pattern of islands II

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r34ch
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A pattern of islands II

Post by r34ch »

EDIT: revision 2

After playing Westwoods horrifically unbalanced a pattern of islands map, I wanted to make a FFA map from the ground up which is competitive for all players.

After some play-testing and feedback, I present revision 2.
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Each island has a single land entrance to the mid of the map, a beach running along the entire rear side of the island, two double ore mines and two oil derricks.

The entrance is a double mud bridge of equal length for all players and every player spawns the same distance from it. The mud bridges help turtlers as it slows down and funnels enemy units into a small killing zone. It also slows down rushers using their initial MCV to expand early.

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The double mines spawn with no initial ore, allowing each player to place refineries in the optimal position one cell away from the mine. The double mines allow a single ore truck to continuously mine without wandering off to other ore mines. This also completely eliminates the south economy disadvantage for all players.

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The mines have been moved closer to each player spawn with one oriented toward the beach and one toward the land entrance. This stops naval units completely cutting off your economy. It also means players unfamiliar with the map are more likely to place REFs closer to the ore.

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The two additional oil derricks are to speed up game-play for turtlers and to alert new players to the presence of oil elsewhere. The oil derricks have been placed on the beaches so that attacking naval forces can easily destroy the derricks. Not only does this remove the economy from the defender, but the destroyed derricks give space for deploying MCVs from transports.

As such, naval landings are an extremely effective strategy.

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As players push out of their islands by the mud bridges, they will come to 'outer mid'. Outer mid comprises of a small clearing amongst gems in each of the four corners of mid, with each corner joined by the mud bridges of two adjacent islands. Each clearing has a small amount of room for early expanders, with ore trucks clearing the gems to give more building space.

Each clearing also has an oil derrick, which will see early infantry fighting for control of these areas.

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As the gems are cleared, a double ore mine will be uncovered between each of the four clearings. The gems reward an early expansion initially but the uncovered double ore mines will allow successful early expanders to retain an advantage late game. This allows successful early expanders to keep an economy advantage.

Players who push to outer mid will find that naval is cut off between AB CD EF GH. Players on outer mid can place naval production facilities between HA BC DE FG, but due to the rocks at the shore the naval production facilities would have to be placed close to enemy islands, effectively cutting off naval production for early FFA expanders.

However, naval units will be able to navigate around these rocks and can attack the early expansions. Essentially, players must choose between early expansion with an early economy advantage or keeping naval at the cost of an economy disadvantage.

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That said, players who go naval will be able to capture the oil derricks on the tiny islands in each corner of the map. However, these derricks are vulnerable to naval and air attacks and once destroyed, they are gone.

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Once players have a grasp on the early mid expansions, the final area of the map will be contested. Inner mid has a clearing with a double gem mine surrounded by debris. This allows ore trucks to mine but the gems not to spread. The debris also slows down ore trucks slightly.

The general economy advantage of capturing inner mid is offset by the fact this area has four land attack routes from all sides. Even a successful outer mid expand may only cover two of the routes. Also, the further the player expands into the centre, the more vulnerable the outer islands become to capture.

Control for the double gem mine in the centre of the map won't be as important as the strategic value - being sheltered from naval and bombarding the outer mid ore mines and early bases from the ridge lines.

[align=center]FFA replay - revision 2[/align]


[align=center]download[/align]


Have fun.
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OpenRA-2015-05-28T152127Z.orarep.rar
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Last edited by r34ch on Thu May 28, 2015 8:40 pm, edited 5 times in total.

noobmapmaker
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Post by noobmapmaker »

Looks great and well thought out! Hope many will play.

I also hope there will be a "quality map" download pack, with 100 or so quality maps. (define quality...). People can download them and perhaps are more eager to play them when they got them in their map inventory.

*edit: is that bridge repairable btw? If so that would be slightly odd when they are the only isles to have a repairable bridge.

Btw I also appreciate your effort to make the map visually pleasant!

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r34ch
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Post by r34ch »

noobmapmaker wrote: *edit: is that bridge repairable btw? If so that would be slightly odd when they are the only isles to have a repairable bridge.
Never thought of that! Just checked and it's not. It was however destroyable which is why I had to replace it with rocks.

Also, I would love to try this against people and not AI. Do I have to host my own server to play or how does it all work?

Updated original post with a few more pictures.

noobmapmaker
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Post by noobmapmaker »

you should upload it to resource.openra.net and then wait a couple hours before it is automatically synced to some servers (Hetzner used to do it). Then start your game and choose the map.

newwe
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Post by newwe »

Still looks like E and D (and also somewhat C F) have an ore mining disadvantage to me.

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r34ch
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Post by r34ch »

newwe wrote: Still looks like E and D (and also somewhat C F) have an ore mining disadvantage to me.
In what way?

Now you've mentioned it, I think the eastern and western islands still have more of a disadvantage despite trying to account for it. I have an idea how to fix that.

I'll collect more feedback over a number of weeks (if the map picks up) and do any changes all at once. I already feel the gems on outer mid should be more balanced between the quadrants.

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Murto the Ray
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Post by Murto the Ray »

I remember a map similar to this (except it was made with the desert tileset) that was played a lot last year and was a fun map to play on. Good luck to you!

newwe
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Post by newwe »

r34ch wrote:
newwe wrote: Still looks like E and D (and also somewhat C F) have an ore mining disadvantage to me.
In what way?

Now you've mentioned it, I think the eastern and western islands still have more of a disadvantage despite trying to account for it. I have an idea how to fix that.

I'll collect more feedback over a number of weeks (if the map picks up) and do any changes all at once. I already feel the gems on outer mid should be more balanced between the quadrants.
It's faster to mine ore that's below you than above.

noobmapmaker
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Post by noobmapmaker »

A way to balance it is to not go for symmetry in ore patches, just move the ore to the lower parts or give the "slow harvest Isles" a bit.more.

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r34ch
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Post by r34ch »

noobmapmaker wrote: A way to balance it is to not go for symmetry in ore patches, just move the ore to the lower parts or give the "slow harvest Isles" a bit.more.
I revised my first post to explain the 'double ore mines' which tries to fix economy to be competitive for all players.

newwe
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Post by newwe »

r34ch wrote:
noobmapmaker wrote: A way to balance it is to not go for symmetry in ore patches, just move the ore to the lower parts or give the "slow harvest Isles" a bit.more.
I revised my first post to explain the 'double ore mines' which tries to fix economy to be competitive for all players.
I'm not 100% convinced that this fixes the starting island mining but it's probably good enough. The other problem is that the south islands can't mine the middle island as easily. It definitely won't ruin the map (haos ridges is unbalanced too) but I would prefer a map where you know the winning team (most likely) played better rather that they won b/c of their spawn.

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r34ch
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Post by r34ch »

REFs can be placed either 1 cell to the side or above all ore mines in all spawns, including the southern islands. I attached a (really fun FFA) replay to the first post. Check it out to see the ore mines in each spawn.
newwe wrote: The other problem is that the south islands can't mine the middle island as easily.
This however is true. I will continue to look into ways to try and alleviate this. However I have a feeling how the OTs interact with the REFs would need changed to truly fix this across all maps (SC style) and Im not sure many people would actually want such a change.

newwe
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Post by newwe »

r34ch wrote: REFs can be placed either 1 cell to the side or above all ore mines in all spawns, including the southern islands. I attached a (really fun FFA) replay to the first post. Check it out to see the ore mines in each spawn.
newwe wrote: The other problem is that the south islands can't mine the middle island as easily.
This however is true. I will continue to look into ways to try and alleviate this. However I have a feeling how the OTs interact with the REFs would need changed to truly fix this across all maps (SC style) and Im not sure many people would actually want such a change.
Yeah I would be alright with a service depot style ore ref, would fix a lot of problems. That replay was very good, hopefully I can get in on one soon.

newwe
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Post by newwe »

Played a 2v2v2v2 which somewhat quickly turned into a 2v2 AB vs FE, definitely seemed like the ore mining contributed to AB winning, was a fun game though (I was on the AB team :) ). Replay stops halfway through otherwise I would post it.

ddd
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Post by ddd »

I love this map. Thank you!

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