Login

russian armor

What makes a balanced map

10 Jun 2015, 13:25 PM
#21
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned


You are correct :)


thunderhun being nice? PogChamp
10 Jun 2015, 22:59 PM
#22
avatar of Midconflict

Posts: 204

Well here is hoping that relic looks for, and makes map that fit these criteria. Especially because everyone that has posted, agrees.
11 Jun 2015, 03:07 AM
#23
avatar of PanzerGeneralForever

Posts: 1072

What exactly is wrong with crossing in the woods? I can't see the problem with it.
11 Jun 2015, 04:15 AM
#24
avatar of turbotortoise

Posts: 1283 | Subs: 4

symmetry isn't the answer. because each faction have different ways of tackling each tactical scenario. the trick is accommodation for the use of these tools.
11 Jun 2015, 08:09 AM
#25
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
symmetry isn't the answer. because each faction have different ways of tackling each tactical scenario. the trick is accommodation for the use of these tools.


thats how maps become imbalanced
11 Jun 2015, 08:31 AM
#26
avatar of chipwreckt

Posts: 732

Houses on cutoffs
11 Jun 2015, 09:00 AM
#27
avatar of turbotortoise

Posts: 1283 | Subs: 4



thats how maps become imbalanced


if... and unfortunately this is usually the case: map makers only offer limited or one tactical choice, ie, steppes.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

622 users are online: 622 guests
0 post in the last 24h
12 posts in the last week
24 posts in the last month
Registered members: 49874
Welcome our newest member, Howden
Most online: 2043 users on 29 Oct 2023, 01:04 AM