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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.
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