View Full Version : Deadman's Crossing and Valley of Khorne changes
21st Oct 04, 12:39 PM
Since it's well after morning and the 1v1 thread is still closed, I'm doing this here. My original and two reposts asking this question were deleted without me being PMed or communicated to in edits or anything:
Who suggested/demanded the alterations to the Deadman's and VoK maps, and why were they seen as necessary?
21st Oct 04, 2:29 PM
Many players--pro and newbie alike--think those maps suck hard and have voiced such an opinion several times. They are seen as poorly designed because they rely on gimmicks (cheaply placed cover) and only one traveling route (right through the middle.)
Deadman change makes perfect sense to me. Not sure about VoK. I guess only the time will tell. :)
21st Oct 04, 5:18 PM
i actually liked them both.
deadmans because it allowed you to have a turtle-friendly map (i am not usually a turtler, but having the option for it isnt bad).
i just hope they will "fix" the maps by actually adding two extras (ie 'deadmans v2'), that way people can still play the old ones if they liked them. either that, or find out how i can keep a copy of the old one so i can use it myself.
21st Oct 04, 6:25 PM
Those are two of my favorite maps.
I like unavoidable choke points.
22nd Oct 04, 2:01 AM
I hope somehow they let us keep the old ones (which I really like the way they are) and add the new ones as "official" maps (for tournaments, ladder, etc).
I guess this will be moot when the SDK for map editing is released in a month or two, as we will then be able to change them back and rename them to be whatever we want.
So much hinges on the SDK, it makes me very nervous, but I have faith that Relic is working hard on it and we will see it when it is darn good and ready and not one minute before and for that we will be grateful.
22nd Oct 04, 2:08 AM
Do any of these changes make our super secret tactic of "Scout Rushing" obsolete? If so Dyrvom and myself are screwed. ;)
22nd Oct 04, 2:20 AM
Valley of Khorne needs to be modified badly. The moving of the Critical Locations is a good move. However, I would like to suggest that one Thermal Vent be included at each starting point too. I find myself always running out of Power during late game when the game gets stretched and more advanced units are needed.
22nd Oct 04, 3:14 AM
I had that problem too, untill I realized that I just had to build (as sm) 6 p.gens as fast as possible, nullifying the need for the tpg.
(it's just an advice, I'm not trying to patronize you, mind you, k?)
as for the maps...well, when the sdk is released...you know what will happen ;0)
22nd Oct 04, 4:11 AM
I liked Deadman's the way it was... a good ol' meat grinder..
22nd Oct 04, 5:35 AM
First of all what are the changes that are gonna be made to the maps???
Secondly, i personally would prefer more maps. I like the bigger 6 player, 8 player battles and at least 2+ more maps is required for them in my personal opinion, cus they get old after a while and ive only been playin the game a week!
22nd Oct 04, 5:41 AM
Deadman's crossing is a horrible map.
Khorne isn't that bad, but the craters need to be spred around more.
Fallen City is a good map, that meeting of the minds isn't bad. Battle Marshes is average and encourages warp spider annoyances :'(
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