I wonder what points of commonality there are between my three teams. It will probably be shorter than the differences.
Obviously the teams are not totally unrecognisable to each other. Every unit should be useful against the other teams. You shouldn't stop using, say, AA Drones just because you're facing rush today.
Alright, so first point of commonality:
Production buildings: Each team's production buildings are divided into infantry, vehicles, and aircraft.
Basic Infantry: Each team has basic anti-infantry, basic anti-tank, and basic anti-air. They can fulfill all the basic combat roles with those.
Err... ???
I could come up with that, at least.
Oh, they all use infantry, tanks, and aircraft.
Enough of that.
Map design!
Obviously I can't really use the original Generals maps, as the mod would be unbalanced for most cases, especially those maps with little to no garrisonable buildings. This would force Rush into an all-or-nothing game.
It's also important for turtle, as there should be at least a few defensible positions that are also vulnerable to artillery. No single structure should be able to defend three choke points, so the chokepoints must be layed out at around 300 units from each other.
For stealth, map design doesn't matter as much, since their economy and bases aren't reliant on terrain. However, it's useful to leave a few cars lying around here and there.
Also, with map design, try to make it so that each team's weaknesses and strengths are emphasised. For instance, you'll notice in a few of my map designs that areas where combat would be likely are separated, thus emphasising the difference between, say, a HAT and a light tank.
Similarly, there are generally several civilian buildings near a supply depot, to force conflict between Rush and Turtle players. However, there tend to be less buildings than straight up zones of either kind, so that the defender does not have too much of an advantage.
Of course, a turtle player could start killing off civilian buildings so that a Rush player would lose one incentive to strike at a particular location (although resource denial is still very important).
You can assume that players will be performing economy harrassment, so you should have more buildings than you need, at least purposes of Rush. On the same vein, make it so that turtle expansion points are relatively defensible.
The placement of cliffs is also important. Try to avoid having areas of the map which are entirely inaccessible to everything but aircraft. To that end, I've fenced a lot of areas off with cliffs. This is good, as players tend to ignore cliffs as "impassable zones", and a Stealth player could take advantage of that using advanced infantry.
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