Little Community Contest - New maps

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molnibalage
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Re: Little Community Contest - New maps

Postby molnibalage » Fri 13 Feb 2015 18:22

KittyKitsune wrote:Almost three mile island.

http://i.imgur.com/KJCPVAb.jpg

No buildings in any of the central points, northern spawn has a faster route, southern spawn has an easier attack vector.


The basic concept is not so bad but I strongly disagree with such small zones. From my aspect larger zones are especially important because of rain of cluster and very powerful arty and bombs. We need lots of options where you can move/hide your CV and in case a zone is bigger more and more parts of a map will be used. I will try to draw a map tomorrow with my aspect.

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Re: Little Community Contest - New maps

Postby Cruswald » Fri 13 Feb 2015 19:05

KittyKitsune wrote:Almost three mile island.

http://i.imgur.com/KJCPVAb.jpg

No buildings in any of the central points, northern spawn has a faster route, southern spawn has an easier attack vector.



Nice idea and work !
If I may, some suggestions : I agree with Molnibabage, sectors should be bigger.
Additionally, I would push the left field to the left to include the 2 villages there and the same for the right field pushed to the right to includes the 2 villages. Afterwards, I would divide the central crossing in two bigger zones to include the cities there.
Finally, it would be fine tuning of the different sectors sizes and positions (espacially the starting sectors) in order to have equal distances to reach the 4 zones of contest.

I tought of some other maps that could be rotated in the same way : Plunjing Valley, Paddy Field, Hop and Glory, Tough jungle, (Cliff Hanger) and Korea Rocks. I will try to draw some proposals when I have time.

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Re: Little Community Contest - New maps

Postby D-M » Fri 13 Feb 2015 19:57

KittyKitsune wrote:Almost three mile island.

http://i.imgur.com/KJCPVAb.jpg

No buildings in any of the central points, northern spawn has a faster route, southern spawn has an easier attack vector.


Wth with those mid map reinforcement point ? That's even more magical than tunnels ! And wtf with the one on Bravo, Alpha and the one near India ?
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CornProducts
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Re: Little Community Contest - New maps

Postby CornProducts » Fri 13 Feb 2015 20:35

I think he was just showing where the crossings were, they aren't reinforcement points.
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Re: Little Community Contest - New maps

Postby Lonfield » Fri 13 Feb 2015 20:44

[DAY]Topspin2005 wrote:
Lonfield wrote:This contests is senseless, we need map from WALB and WEE, the rest is lost time. WRD maps are bad designed, with all those rivers

No, if you rotate some maps and make new sectors, there could be some really great maps. If you don't like it - igonore it ;) This is just an idea to get hopefully many more new maps. Eugen Systems aready told the community, that converting maps from Wargame:EE or Wargame:AB will be the same work as making new maps ...


Then WRD is gone. Just because of the hurry for them to get AoA
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Re: Little Community Contest - New maps

Postby Gunner » Sat 14 Feb 2015 00:07

remove rivers and voila we have better maps again, a viable game, please give us maps without rivers!
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Re: Little Community Contest - New maps

Postby Sweedish_Gunner » Sat 14 Feb 2015 04:24

Asia should just suffer a severe in-game drought.
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Shrike
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Re: Little Community Contest - New maps

Postby Shrike » Sat 14 Feb 2015 05:58

Sweedish_Gunner wrote:Asia should just suffer a severe in-game drought.

Jungles and Rain forests go through periods of drought though, low/dry rivers are a natural thing. Just reduce the amount of rivers per map and make some maps that don't have them.

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[DAY]Topspin2005
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Re: Little Community Contest - New maps

Postby [DAY]Topspin2005 » Sat 14 Feb 2015 11:07

I agree that i don't like rivers and choke-points as well ... so again - Eugen Systems will maybe make 2 new maps, but every other new map will be only possible with existing terrains/maps.

So maybe think about rotating maps and make new sectors (maybe rivers are than in a not so important position ;) )

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Re: Little Community Contest - New maps

Postby Lonfield » Sat 14 Feb 2015 15:11

[DAY]Topspin2005 wrote:I agree that i don't like rivers and choke-points as well ... so again - Eugen Systems will maybe make 2 new maps, but every other new map will be only possible with existing terrains/maps.

So maybe think about rotating maps and make new sectors (maybe rivers are than in a not so important position ;) )


Can they remove cities and rivers?, if they can we can make something, in my opinion, if not, we can maybe make some effort and get some stuffs, but nothing like the old maps

By the way, that paralel 38 map is like the old Tree Milles map and that map was cool, so +1 to that idea
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