I hope to do something with
Tyranny soon as I was partially inspired by the latest playtest, but for now here is a fresh revision(2017-07-25) of
Apocalypse Now:
Downloadlink:
http://resource.openra.net/maps/22288/
Further steps have been made on the art of the beach terrain to eliminate high concentrations of standing puddles that just disrupt the flow of battle; players should feel less intimidated to move across the open beaches.
Now I really want to know if anyone has thoughts on this one because I made some not-so-insignificant changes to resource strategic value distribution, because I noticed in my personal playtests it becomes too easy to just spam shit out after a couple expansions, and I reckon having 7 (mainland) mines and 2 derricks per player is just too superfluous for RA's current production caps. 6 mines per player tends to be the sweet spot, as demonstrated in the most popular 1vs1 maps, so my aim here is to tone it down
just a little.
Where I decided to nerf ore mine concentration is on the southeast "islands", and I figure it's safe enough to do that since the southeast lane is still in closer proximity between players; also, I found in my playtests as well that most opponents who expand over to the southeast tend to aggressively grab the island closest to their opponent's base, securing the entire lane for themselves; so I figure one player who grabs both south islands as well as the northwest one intermediate to him while the other is securing the northwest central island for himself is enough to trigger a healthy stalemate that necessitates advancing to the next phase of war, possibly even expansion across rivers

. Now I was thinking of nerfing the ore fields across the rivers to be single mined too, but that may reduce the return in investment for a shipyard expansion
too much, and as it is now the ore mine concentration is about on level with kyrylo's
Alpine Waters.
As for the oil derricks, I realised having two extra in the middle in close proximity to one another is just unworkable, and it only seems to work in
Behind the Veil due to them being split by long natural barriers. I could work cliff barriers into those island lobes to make the travel times longer to remedy this, which would take quite a bit of focused art rework, but for now I removed them entirely. I replaced them with small ($3,000 in total), limited gem patches on the centre pockets of land, and the reason is threefold:
- It keeps the middle's strategic value up, due to the movement penalty and base deploy restriction imposed by all the beach terrain making it undesirable to hold.
- It nerfs infantry/engineer/double refinery openers a little, which have become the dominant game opener. Players opening with an engineer now have to step far out of their way to reach the corner derricks.
- It limits the effectiveness of the middle as a go-to-first option, by requiring a dedicated ore truck to be pulled from regular ore mining. Its relative isolation from all other ore fields means ore trucks must step well out of their way, and be defended to claim resource advantage. Its finite amount also stops the snowball effect from taking hold.
(Also, goddamned photobucket pulls this 3rd party hosting limitation shit on me. I guess it's time to start using imgur. (I miss preserving image filenames.
))