Editing User:Aquanim/WaterMapDesign

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Designing a map for 2v2/3v3 which has a combination of land and sea domains is a reasonable thing to do. Just be aware that in 1v1 the map will probably be amph or hover only which tends to make games boring. (e.g. Rapids is amph only, Finns Revenge is mostly hover only, Cull is amph/hover only.)  
 
Designing a map for 2v2/3v3 which has a combination of land and sea domains is a reasonable thing to do. Just be aware that in 1v1 the map will probably be amph or hover only which tends to make games boring. (e.g. Rapids is amph only, Finns Revenge is mostly hover only, Cull is amph/hover only.)  
  
Using a combination of domains which straight-up prevent movement of ships, and domains which straight-up prevent movement of land units, should only be done with extreme caution in a map intended for 1v1. The lakes of Onyx Cauldron and the islands of Shimmershore are small enough (and contain/influence few enough mex) that land units and ships respectively can still influence them; lakes and islands of substantially larger size would probably be a big issue. For instance the land masses on the edges of Cull, which are large and contain significant quantities of mex, make it very awkward to play ships in 1v1.
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Using a combination of domains which straight-up prevent movement of ships, and domains which straight-up prevent movement of land units, should only be done with extreme caution in a map intended for 1v1. The lakes of Onyx Cauldron and the islands of Shimmershore are small enough that land units and ships respectively can still influence them; lakes and islands of substantially larger size would probably be a big issue.
  
 
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