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snarqPSA
23rd Oct 03, 4:52 AM
I have noticed in a number of online HW2 games that setting map postions to fixed without also adjusting the team positions will lead to a bland, one-sided match. For experts this isn't as much a problem, but if you're playing against or with opponents/teammates who are still learning the ropes, the game could easily end up hopelessly one sided. This is especially true of Sarum Dust Clouds: Pos 1-2-3 are 'inner' compared to the pos 4-5-6 which have the 2 'outside' spots, making it much easier for team 1-2-3 to co-ordinate defenses and launch attacks than team 4-5-6, as well as practically giving the first team the centre resource pocket.

So without further adieu, here are the map postitions. They all start at position 1 and proceed counter-clockwise viewed from the top down.


3 - Dante's Requiem. 1-2-3. Although its only a 3 player map it may help to know where everyone will be in fixed postion.

4 - Karem Wreck. 1-3-2-4. IE 1 is across from 2 and 3 opposite 4.

4 - Rings of Hraal. 1-2-3-4.

5 - Silumin Training Ground. 1-4-2-5-3. (tracing 1-2-3-4-5 makes a pentacle counter-clockwise.)

6 - Crimson Bond. Two triangular sets of start positions pointing toward the center. 1-3-2 on one side with 2 at point (closer to centre) vs 6-5-4 with 6 taking point position. You might consider putting/requesting your leader/strongest player be put on point before starting the match. For 4 players make sure team 2 is set to position 4, 5, or 6 or one player will get pounded in a 2v1 at the start.

6 - Imposed Cosmos. 1-2-3-4-5-6.

6 - Sarum Dust Clouds. 1-2-3-4-5-6 with 2 and 5 being farthest away from the center (Thanks Xylaan)

6 - Terah. 1-5-6-2-4-3. There is a radiation wall that splits the map down the middle. Positions 1 and 2 are opposite from each other, position 3 sits opposite the wall from 4 and 5 opposite from 6. Postions 1 and 2 are also farther away from the wall than the other four are. An 'easy' start is 1-3-5 vs 2-4-6 which would keep each team on opposite sides of the radiation wall. 1-2-3 vs 4-5-6 also works for an even game here, although I would recommend it for more experienced players. To set everyone next to an enemy, set 1-4-6 vs 2-3-5. Finally, for 4 players the 1-2 vs 3-4 start positions work fine.


I hope this helps make for more evenly sided and enjoyable games. :3dcool:

reki
23rd Oct 03, 5:10 AM
nice - into the war room with you.

snarqPSA
23rd Oct 03, 7:25 AM
cool thanks!

Xylaan
26th Dec 03, 5:05 PM
As of the 1.1 patch, the start order for Sarum Dust Clouds has changed. Now, 1-2-3 4-5-6 splits the hexagon down the middle, with 2 and 5 being the end points.

Solution7
20th Jan 04, 10:13 PM
Thanks for the info guys, this will help out a lot when I'm hosting games. Good work snarq.

LordOfTheNazgul
24th Feb 04, 5:14 PM
thnkx ,npow i know this i have no prob whit start pos , i will remember you i my games , i always hap wrong start pos , not anymore now.

James125
12th Aug 05, 3:25 AM
Thanks for the tips

Mikali
12th Aug 05, 7:01 PM
I created a mod that replaces the default map thumbnails with new ones that show the maps' starting positions.

You can download it here:
http://www.geocities.com/Area51/Quadrant/3864/homeworld.htm