|Split map is going to be an issue...one big high ground choke.::|
|Obviously NegativeZero. :P Taldarim altar mains/nats...|
|Don't know yet if I want to finish this. The expo pattern is weird with a lot of them being open/far/generally hard to take, and somehow despite this starting as a Tal'Darim remake I managed to accidentally and subconsciously rip off Cloud Kingdom yet again...|
|i dont think a taldarim nat setup will work with a 2p map. Think ~ Naturals are closer to the center, thus reducing the amount of paths possible, wheras if they were next to the edge they would be able to grant different paths.|
|I sketched out a suggestion for a concept change in the GMCS.|
It would make the map more dynamic and prvent any split map and mobility issues...
|Freakling's suggestion seems better than the current concept may be do that and finish the map :|
|What was wrong with the last Tal'Darim remake you showed us on Skype, anyways?|
It had the same problems with the Nats, sure, but pushing everything around to have the nats at the sites would not have been a problem, and then you'd have a pretty standard 4-player map. Or did you consider it too standard to be interesting any more?
|Not sure really - I guess I just felt like doing something different with it, after all I've already done a Tal'Darim remake (even if it sucked lol). In general I greatly prefer making 2p maps, largely because there's a lot more room for originality (and yes, also because the symmetry is easier :P)|