ChronoSeth Posted August 12, 2011 Share Posted August 12, 2011 I was bored, so I made a TD multiplayer map for the first time.. I hope I managed to make it balanced without it being too symmetrical. I feel like the bottom-right player is at a slight disadvantage, but there's nothing I can do about it now without completely redoing the terrain. scm100ea.zip Link to comment Share on other sites More sharing options...
Chimas Posted August 12, 2011 Share Posted August 12, 2011 Hi Chronoseth, I'm not an experienced player, but the upper right player would be in disadvantage for me. ======================== /edit ... and by that I'm not saying you should change anything to the upper right player, I'm just pointing out that people might have differente perceptions. The bottom right position has 3 defensive bottlenecks. This player can reserve that fields and harvest away of the river passes. That would be the haverst strategy for that player. Let's hope a more smart player come over and comment ... ======================== Also, I think you should re-spread the tiberium better in the upper left tiberium field. It's not looking natural. A last one is more aesthetic: take out the tiberium of the road, but it's not important, we're not here for sightseeing anyway eheheeh. In the other hand it's a great map. I'd like to use it in a single player mission, but you don't have to decide it right now, I have to launch missions that I'm still cooking up. But I foresee a cool plot for your map already. Link to comment Share on other sites More sharing options...
uNdeAd Posted August 12, 2011 Share Posted August 12, 2011 you need to make it 6P or it gives problems with the spawn points! But it looks good Link to comment Share on other sites More sharing options...
pichorra Posted August 12, 2011 Share Posted August 12, 2011 this is fixed for v1.06c Revision 2. Link to comment Share on other sites More sharing options...
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