Terrain Ideas

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Remixer
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Re: Terrain Ideas

Postby Remixer » Mon Aug 01, 2016 10:55 am

B1 indeed, it is not completely ready yet and I will return to it.

B3 I tried fitting all buildings in it now and it indeed seems a bit strong since so many towers can be fit to the sides.

B4, exactly what I was looking for when I asked how you guys liked it, so too large?

B6, I am not so sure about this one. Since it already has next to no lumber spot I think it is acceptable to have more room but even then I don't see it being too large. Can you give more specific details about this one?

B9, hmm might be, did you take the unbuildable cliff edges to account? It restricts placing merchants/rcs to specific spots taking more space. Too many tower spots? I feel this base is a bit complicated as if titan goes to < as fast as he can half of the towers go out of range really quick.

B12, seems a bit large, I'll reduce the size a little.

B13, subject to change, at the current state it is indeed too large, but as I pointed out earlier I'll change it later since it's not good at the current state.

B14, similar to B12, i'll reduce some space.

B17, not sure about this either. I feel like the base is extremely nuke-threatened and if you use both of the lumbering spots you give up too much tower spots. I'd like to see this base function in-game.

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Re: Terrain Ideas

Postby Remixer » Mon Aug 01, 2016 10:58 am

Lynx wrote:B1 B3 B4 B9 B17 and the base in the spoiler doesn't need to be smaller.


I think B3 supports too many towerspots without taking anything off.

EDIT

Okay following changes to the previous version:
New top-left implemented, with the seed moved closer to mid, for easier nuke (no need to walk 40 extra seconds around the forest to nuke 3 workers).

Bases B3, B12 and B14 nerfed, reducing some building area.

Image

Seed map. Blue marks are seeds, number showing the worker amount, red arrows mark walk-through seeds.
Image
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Lynx
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Re: Terrain Ideas

Postby Lynx » Sun Aug 07, 2016 12:16 pm

@Neco what is your thoughts on this?

Sytec270
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Re: Terrain Ideas

Postby Sytec270 » Fri Oct 28, 2016 11:32 am

So everyone hated top middle,so i decided to change it a bit.
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Re: Terrain Ideas

Postby Remixer » Fri Oct 28, 2016 12:32 pm

But the top middle has already been changed.

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Re: Terrain Ideas

Postby Sytec270 » Fri Oct 28, 2016 1:04 pm

havent seen then.

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Re: Terrain Ideas

Postby Sytec270 » Sun Oct 30, 2016 9:44 am

Well i made a new base above Euro base.Don`t know what to call it yet though.
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Re: Terrain Ideas

Postby Sytec270 » Sun Oct 30, 2016 4:32 pm

I totaly remade this place, give me your opinion.
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Lynx
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Re: Terrain Ideas

Postby Lynx » Mon Oct 31, 2016 2:38 am

can't you come up with something original rather than the same basic base design that is used for 90% of the bases

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Re: Terrain Ideas

Postby Sytec270 » Mon Oct 31, 2016 3:31 pm

Had to change this base because Lynx dident like it.Well this base name is Butterfly base.
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Remixer
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Re: Terrain Ideas

Postby Remixer » Mon Oct 31, 2016 8:25 pm

I don't think you quite understood what Lynx meant. I think he was talking more about the entrance area. Most bases have the exact same type of opening to the base, which creates no variation to the bases, no matter what the "rest of the base" keeps in. If you check the total terrain revamp I presented you can see that a few bases I made have completely different entrance into them - I think it should be encouraged, just for sake of variety and spices.

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Re: Terrain Ideas

Postby Sytec270 » Mon Jun 19, 2017 4:16 pm

Well i gave up the making shitty bases and instead made this.
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Re: Terrain Ideas

Postby Sytec270 » Mon Jun 19, 2017 4:18 pm

Anotha one.
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Re: Terrain Ideas

Postby Remixer » Mon Jun 19, 2017 4:21 pm

The thing with changing terrain is that at the moment it should have a meaning. Creating a new base only because you can fit a new base somewhere is not what is needed right now. The terrain right now is "okay" so instead of making it good we should first implement planned changes on for example Titans and other priorities, since changing terrain now, turning it good, might later on lead to the fact that the new "good" terrain is not good anymore.

Then again, I'm up to changing some areas of the terrain that are clearly imbalanced, or just nonfunctional.

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Re: Terrain Ideas

Postby Sytec270 » Mon Jun 19, 2017 4:32 pm

well if i got a chance to choose between two i would choose mine
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