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9 player FFA map

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Date Editor Before After
3/9/2019 3:40:11 AMUSrankAdminJasper before revert after revert
3/9/2019 3:38:24 AMUSrankAdminJasper before revert after revert
3/9/2019 3:38:17 AMUSrankAdminJasper before revert after revert
3/9/2019 2:29:04 AMUSrankAdminJasper before revert after revert
3/9/2019 2:28:10 AMUSrankAdminJasper before revert after revert
3/9/2019 2:27:54 AMUSrankAdminJasper before revert after revert
3/9/2019 2:25:15 AMUSrankAdminJasper before revert after revert
3/9/2019 2:24:30 AMUSrankAdminJasper before revert after revert
3/9/2019 2:04:45 AMUSrankAdminJasper before revert after revert
3/9/2019 2:04:11 AMUSrankAdminJasper before revert after revert
3/9/2019 2:04:03 AMUSrankAdminJasper before revert after revert
3/9/2019 1:03:05 AMUSrankAdminJasper before revert after revert
3/9/2019 1:02:37 AMUSrankAdminJasper before revert after revert
3/9/2019 1:01:52 AMUSrankAdminJasper before revert after revert
3/9/2019 12:53:59 AMUSrankAdminJasper before revert after revert
3/9/2019 12:53:04 AMUSrankAdminJasper before revert after revert
3/9/2019 12:52:34 AMUSrankAdminJasper before revert after revert
3/9/2019 12:51:10 AMUSrankAdminJasper before revert after revert
3/9/2019 12:45:25 AMUSrankAdminJasper before revert after revert
3/9/2019 12:44:23 AMUSrankAdminJasper before revert after revert
Before After
1 I have played maps like this hotstepper comes to mind. 1 I have played maps like this hotstepper comes to mind.
2 \n 2 \n
3 1: The limited size and metal do not make a good FFA map. A good FFA map should allow a player to stay within their base and still have a chance. The base needs to be defendable in case you get 2v1d. Base should have at least 4 or 5 mex that are defendable. Prob 5 is a good number but depends on layout. At least 3 at starting location and another 1 or 2 nearby within base. 3 1: The limited size and metal do not make a good FFA map. A good FFA map should allow a player to stay within their base and still have a chance. The base needs to be defendable in case you get 2v1d. Base should have at least 4 or 5 mex that are defendable. Prob 5 is a good number but depends on layout. At least 3 at starting location and another 1 or 2 nearby within base.
4 \n 4 \n
5 2: Base needs to be large enough that arty cannot kill the whole area too easy. Also bases need to be far enough apart that arty in one of the other bases is not overpowered. 5 2: Base needs to be large enough that arty cannot kill the whole area too easy. Also bases need to be far enough apart that arty in one of the other bases is not overpowered.
6 \n 6 \n
7 3: Fighting over center and then getting 2v1 or 3v1d is not fun. Center should have mexes but not enough that it becomes a king of the hill map. If it is a king of the hill map at least have a hill. [url=https://zero-k.info/Maps/Detail/8162]Throne[/url] comes to mind. 7 3: Fighting over center and then getting 2v1 or 3v1d is not fun. Center should have mexes but not enough that it becomes a king of the hill map. If it is a king of the hill map at least have a hill. [url=https://zero-k.info/Maps/Detail/8162]Throne[/url] comes to mind.
8 \n 8 \n
9 4: Natural snake like or rocky terrain is always nice and better looking. [url=https://zero-k.info/Maps/Detail/46981]Coagulation Marsh[/url] or [url=http://zero-k.info/Maps/Detail/18482]Ravaged_v2[/url] 9 4: Natural snake like or rocky terrain is always nice and better looking. [url=https://zero-k.info/Maps/Detail/46981]Coagulation Marsh[/url] or [url=http://zero-k.info/Maps/Detail/18482]Ravaged_v2[/url]
10 \n 10 \n
11 5: Large amounts of reclaim are frustrating because it is outside the normal econ and timing dependent. Often they force the game outside the players control. 11 5: Large amounts of reclaim are frustrating because it is outside the normal econ and timing dependent with huge alpha. Often they force the game outside the players control.