My foruth map, i went with 2v2 this time. Enjoy
https://steamcommunity.com/sharedfiles/filedetails/?id=2874352351
2v2 map
12 Oct 2022, 15:44 PM
#1
Posts: 17
15 Oct 2022, 08:03 AM
#2
Posts: 1162
There is very few harrasment options due to cut offs and muni being just outside your base and even the fuel is very close by to also defend easily.
At the very least, the corner VPs should almost be on the center line, to allow both teams to push the flanks to hold their enemys VP more easily, that would at least open up the battlefield more than simply being a slug fest in the middle for the middle VP.
More exposed cut offs would be ideal though.
At the very least, the corner VPs should almost be on the center line, to allow both teams to push the flanks to hold their enemys VP more easily, that would at least open up the battlefield more than simply being a slug fest in the middle for the middle VP.
More exposed cut offs would be ideal though.
15 Oct 2022, 12:20 PM
#3
Posts: 2145 | Subs: 2
Everything Brick Top said.
For a competitive 2v2 map you want:
- VPs along the center line. Or the games will take forever fighting over the single VP all game long.
- Pretty safe munition that can be harassed or won if a dominant fight happens. 2v2 players do not like to be low on munitions.
- Pretty safe fuel. You do not want a game where you have a skill mismatch on the fuel side of the map deciding who wins.
Your fuel and cutoff look good but they are a little too close to the bases. It is good to have the cutoff a far from the fuel to pull the armies away from the fuel. You dont want people camping.
The center-side sections should probably have a fuel and VP in each. You will have to think about the buildings there and if they are too strong.
The muni and fuel cutoff are well designed in that to get the benefits of them you need the center VP.
After making these changes you may decide to move some sight-movement blocking around to better fit your new point layout. Time will tell.
- Cheers
For a competitive 2v2 map you want:
- VPs along the center line. Or the games will take forever fighting over the single VP all game long.
- Pretty safe munition that can be harassed or won if a dominant fight happens. 2v2 players do not like to be low on munitions.
- Pretty safe fuel. You do not want a game where you have a skill mismatch on the fuel side of the map deciding who wins.
Your fuel and cutoff look good but they are a little too close to the bases. It is good to have the cutoff a far from the fuel to pull the armies away from the fuel. You dont want people camping.
The center-side sections should probably have a fuel and VP in each. You will have to think about the buildings there and if they are too strong.
The muni and fuel cutoff are well designed in that to get the benefits of them you need the center VP.
After making these changes you may decide to move some sight-movement blocking around to better fit your new point layout. Time will tell.
- Cheers
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