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| http://www.weewar.com/game/352389 | |
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I thought you were "retired"?
Always up for a testing. Invite me? |
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Hey DarkBee!
Yeah, I 'retired' but I couldn't stay away... So, my first map tipped easily in favour of one player if two neighbours didn't pursue to the center. This one is playing out very differently... http://weewar.com/map/58683 Here's one game in progress http://weewar.com/game/360124 Here's another where we had an early departure... http://weewar.com/game/360415 |
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The map concept is good. Paddy and bgpatterson are right about it having too much sand. It isn't the sand though, it just takes too long for reinforcements to get where they need to be, spacing. It makes the map take a long time to play which would mean less popular. The low income for the amount of time spent traveling will also lengthen the game. The map could be shrunk.
Feel free to copy either of these and let me know so I can delete the possible new versions. http://weewar.com/map/59652 Players have a choice in the middle. Map is shrunk, but bases are still more than a hover move away. Purple and yellow have an extra infantry each to offset first turn advantages. http://weewar.com/map/59653 Players have a choice in the middle. Map is shrunk a lot, but bases are still more than a hover move away. Purple and yellow have an extra infantry each to offset first turn advantages. |
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Hey MapMaker,
Thanks very much indeed for the feedback, suggestions and modified maps. I've just started a test game on the first of your two mods. Haven't copied them yet, will do that and let you know once done, if you need to remove them. Glad to see your modified one, already looks better, a bit tighter, more options, faster reinforcements as you mention. Perhaps I'm very odd to want a long drawn out line of reinforcements in a desert duel slog scenario... it seemed really entertaining to me the way it went with the guys, but ultimately 3/4 didn't like it so much
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