Terrain Ideas

Moderators: Remixer, IAmDragon

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Thu Jul 21, 2016 7:50 pm

Sytec270 wrote:Well this is a base place what i like,so i decided to change the base due to it getting boring to base at.


The walling would have to come a lot deeper, as you have no pedestals to build towers on. Then again it suffers from the same problems as your previous base, it's 100% nukeable. Bouncing off the workers ends up in covering the entire base or at least its pathways.

Sytec270
Forest Walker
Posts: 176
Joined: Wed Mar 16, 2016 5:54 pm
Been thanked: 3 times

Re: Terrain Ideas

Postby Sytec270 » Thu Jul 21, 2016 7:52 pm

Remixer wrote:
Sytec270 wrote:Well this is a base place what i like,so i decided to change the base due to it getting boring to base at.


The walling would have to come a lot deeper, as you have no pedestals to build towers on. Then again it suffers from the same problems as your previous base, it's 100% nukeable. Bouncing off the workers ends up in covering the entire base or at least its pathways.


Y im geting opinions from other players.

Edit: I asked neco for the terrain the smygar made for 4.0.0 i hope he will give it to look at.

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Thu Jul 21, 2016 8:17 pm

Lets hope he will give it out. I am soon done with further editions - however I need to recalculate shadows once again (I don't know why they keep messing up so hard in this map).

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Thu Jul 21, 2016 8:34 pm

Image

Overlay image of my editings:

Blue marks are for bases, gave them somewhat creative and fitting names. The useless mountainous-watery area (now Shell Shore Base) is put to use. I am not sure how efficient that would be as a base, it's very compact but it could be edited a little. Seems to fit quite a few tower though.

Red marks are for seeds, numbers indicate the amount of workers that fit to each seed. The one with 6 workers is a walk-through seed, like it has been.

The orange arrows indicate possible movements on the map, like you see I added a lumber base area to the bottom-left. The idea is to give more purpose for the shallow water area, for Titan to roam there. The passage between the bases is also new, to encourage Titan to roam to southern area as well. Also, the new lumber base area reduces the chances of blocking titan off with one wall - now it should require a few more (it used to be doable by just blocking off the river/shallow water area).

A close up of the Shell Shore Base:
Image

Clarification:
The lumber area to the right (in the base) fits around 20 workers (the trees are placed above the cave) depending on how much space you are left up with.
These users thanked the author Remixer for the post:
Lynx (Thu Jul 21, 2016 8:52 pm)

User avatar
Neco
Treant Protector
Posts: 818
Joined: Thu May 16, 2013 2:13 am
Location: New Zealand
Has thanked: 73 times
Been thanked: 54 times

Re: Terrain Ideas

Postby Neco » Thu Jul 21, 2016 10:27 pm

I like the bottom-right of that last one.
Former Editor of Island Defense - ENTID Rules

Sytec270
Forest Walker
Posts: 176
Joined: Wed Mar 16, 2016 5:54 pm
Been thanked: 3 times

Re: Terrain Ideas

Postby Sytec270 » Tue Jul 26, 2016 7:53 am

Made a new way to use as an escape and also as a lb.
Attachments
worldedit_2016-07-26_10-49-17-36.jpg
worldedit_2016-07-26_10-49-17-36.jpg (270.2 KiB) Viewed 1047 times

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Tue Jul 26, 2016 10:31 am

Sytec270 wrote:Made a new way to use as an escape and also as a lb.


Once again it's a narrow pathway kind of lumber base that should be avoided - they are pain the in ass for titan, and don't really look like a "lumber base". Blocking those with walls not only block path for the titan but also restricts his movement a lot.

Also, that setup would remove the nuke-proof of the base above that new path - being able to nuke to the entire base, not to mention the huge blind-angle that it creates.

Sytec270
Forest Walker
Posts: 176
Joined: Wed Mar 16, 2016 5:54 pm
Been thanked: 3 times

Re: Terrain Ideas

Postby Sytec270 » Tue Jul 26, 2016 5:13 pm

Well i reduced nukebility good amount and made some unbuildable tiles do you like it now ?
Attachments
worldedit_2016-07-26_20-09-54-53.jpg
worldedit_2016-07-26_20-09-54-53.jpg (256.26 KiB) Viewed 1032 times

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Tue Jul 26, 2016 5:34 pm

Sytec270 wrote:Well i reduced nukebility good amount and made some unbuildable tiles do you like it now ?

It's better but it still has no reason to exist - it still sucks for Titan.

Sytec270
Forest Walker
Posts: 176
Joined: Wed Mar 16, 2016 5:54 pm
Been thanked: 3 times

Re: Terrain Ideas

Postby Sytec270 » Tue Jul 26, 2016 5:46 pm

How does it still suck for the titan ? he has an extra escape route and a way to the lb there.

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Tue Jul 26, 2016 6:02 pm

Sytec270 wrote:How does it still suck for the titan ? he has an extra escape route and a way to the lb there.


How does it still suck for the titan ?
A) It can be walled and blocked with one or two walls, from both directions, even with the unbuildable tiles.
B) This gives another escape route for builders away from the original lumber base, above the route, and from bottom-left.

he has an extra escape route
A) Where would he escape from? Bottom-left has no popular bases and even if there was a base, using the river exit would be a lot faster, and safe, since it can be walled off from only 1 spot and rest is shallow water.
B) As an escape route your path is very risky and time-consuming, it makes an unnecessary loop to the bottom-edge of the map, taking more time and it can be walled off, from both directions.

a way to the lb there
A) Which lumber base are we talking about? The one above the route? Which is already spotted by the titan if he exits the river (like used to). Or the ones in the bottom-left, that are more easily accessed by the river?

Stealer
Protector of Nature
Posts: 3160
Joined: Thu Sep 26, 2013 9:37 pm
Has thanked: 18 times
Been thanked: 47 times

Re: Terrain Ideas

Postby Stealer » Tue Jul 26, 2016 10:55 pm

Tbh unbuildable tiles are my least favorite terrain.

Look guys, a nice stone foundation for me to put/make my wall on/off. Nvm can't build here.

Lynx
Donator
Posts: 1224
Joined: Thu Oct 31, 2013 11:49 am
Has thanked: 51 times
Been thanked: 46 times

Re: Terrain Ideas

Postby Lynx » Tue Jul 26, 2016 10:57 pm

ID needs more unbuildable terrain though. Also like someone suggested earlier, no vision from walls or shelters.

Remixer
Forest Walker
Posts: 203
Joined: Thu Jun 16, 2016 4:25 pm
Has thanked: 5 times
Been thanked: 16 times

Re: Terrain Ideas

Postby Remixer » Wed Jul 27, 2016 7:26 pm

Agreed with Lynx. Unbuildable terrain is needed and at least I have mentioned that walls or shelters should not give vision.

Burn
Protector of Nature
Posts: 2588
Joined: Thu May 02, 2013 6:29 am
Location: Clan BTI @ East
Has thanked: 18 times
Been thanked: 54 times
Contact:

Re: Terrain Ideas

Postby Burn » Thu Jul 28, 2016 3:27 am

True, but some unbuildable spots need to be removed.

-Burn


Return to “Island Defense”

Who is online

Users browsing this forum: No registered users and 38 guests