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  #1  
Old 11-24-2011, 01:52 PM
Flexio Flexio is offline
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Default Base Maze

TBD_BASEMAZE

New Thread Here!


This is an asymmetrical TBD map in the form of a maze. I couldn't use the name "Maze" though, because it was taken by a ball map that is not near a maze compared to this.
I wanted this map to be tough to find your way through the maze, but I also didn't want it to be super cramped. I think I found a good balance which allows each separate passageway about the same width as the tunnels in the top of Mayhem.


Last edited by Flexio; 02-22-2012 at 10:43 PM.
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  #2  
Old 11-26-2011, 04:40 AM
RedLight RedLight is offline
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Interesting! However, I fail to see two things.

First of all, where are the bases? Am I missing something here? Maybe this map was mean to be a maze only?

Secondly, unless I fail at looking at maps, I can't see any asymmetrical nature of these maps. Where is the axis of symmetry? Maybe I'm just looking at it the wrong way?

Anyway, thanks for your work and I'm excited to give these a shot when you post them.
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  #3  
Old 11-26-2011, 04:44 AM
leggomyeggo leggomyeggo is offline
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Quote:
Originally Posted by RedLight View Post
Secondly, unless I fail at looking at maps, I can't see any asymmetrical nature of these maps. Where is the axis of symmetry? Maybe I'm just looking at it the wrong way?
http://dictionary.reference.com/browse/asymmetrical
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  #4  
Old 11-26-2011, 05:57 AM
tgleaf tgleaf is offline
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Are these race maps? Or actual tbd maps?
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"Beagle, your words move and inspire me -" and of course they do, you silly little muppet, that is the intent
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  #5  
Old 11-26-2011, 01:44 PM
Blue Blue is offline
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Ok, I like it, it's very smart. The thread says that every version is version 1. Also, TBD requires bombs and base.

Also, are you going to put stuff like shields, missiles, and walls at dead ends or what.

I think if you can pull this off, it could be some coop TBD or even MAYBE, MAYBE a new game mode. Good job kid.
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  #6  
Old 11-26-2011, 02:19 PM
Flexio Flexio is offline
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Quote:
Originally Posted by RedLight View Post
First of all, where are the bases? Am I missing something here? Maybe this map was mean to be a maze only?
I hadn't decided on the location of the objects yet.

Quote:
Originally Posted by RedLight View Post
Secondly, unless I fail at looking at maps, I can't see any asymmetrical nature of these maps. Where is the axis of symmetry? Maybe I'm just looking at it the wrong way?
There is no axis of symmetry. I designed so there wouldn't be.

Quote:
Originally Posted by RedLight View Post
Anyway, thanks for your work and I'm excited to give these a shot when you post them.
Thanks for your interest.

Quote:
tgleaf Are these race maps? Or actual tbd maps?
Actual TBD

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blue Also, are you going to put stuff like shields, missiles, and walls at dead ends or what.
Yes, powerups will be added, but not in excess.

---

In other news, I have version 2 for 1 and 2.
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  #7  
Old 11-26-2011, 03:59 PM
soccernamlak soccernamlak is offline
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I think it is an interesting concept and look forward to seeing its progression.

The one issue I can see (especially visible in the second map) is ultimately wasted space in the center (i.e. the paths that lead nowhere).

The problem is that once people figure out the path, all the other paths are pointless to travel on (as they lead to dead ends). Hence, what you force is 1 single path between the bases with one single option for bombing; the choice of how to bomb (bottom, either sides, top) or even path/multiple paths with multiple bombs is not provided.

I guess my suggestion would be to keep the same style and idea of the maze, but work in an un-traditional maze-like two paths, maybe three, to get from base to base. Hence it forces teams to attack and defend multiple paths like in most TBD maps.
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  #8  
Old 11-26-2011, 04:23 PM
Flexio Flexio is offline
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Quote:
Originally Posted by soccernamlak View Post
The one issue I can see (especially visible in the second map) is ultimately wasted space in the center (i.e. the paths that lead nowhere).

The problem is that once people figure out the path, all the other paths are pointless to travel on (as they lead to dead ends). Hence, what you force is 1 single path between the bases with one single option for bombing; the choice of how to bomb (bottom, either sides, top) or even path/multiple paths with multiple bombs is not provided.

I guess my suggestion would be to keep the same style and idea of the maze, but work in an un-traditional maze-like two paths, maybe three, to get from base to base. Hence it forces teams to attack and defend multiple paths like in most TBD maps.
I see what you mean on BM2. What would you think of passageways in these places?

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  #9  
Old 11-26-2011, 06:06 PM
Aki1024 Aki1024 is offline
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Quote:
Originally Posted by Flexio View Post
I see what you mean on BM2. What would you think of passageways in these places?

IMG
The distance for a red player to bomb a base for any route is 12 units longer then blue. 2 extra units to pick up a bomb, 8 units for red to get to their own base, and 2 for getting from blue bomb to red bomb that blue doesn't have to travel. Being asymmetrical, a few units is acceptable. Over 10% difference is not.

From spawn to bomb to opp base using middle route on 2nd map:
Red path 54 units
Blue path 42 units
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  #10  
Old 11-26-2011, 09:10 PM
RedLight RedLight is offline
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Originally Posted by leggomyeggo View Post
That's what happens when trying to post when almost falling asleep.
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  #11  
Old 11-26-2011, 10:01 PM
soccernamlak soccernamlak is offline
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Quote:
Originally Posted by Aki1024 View Post
The distance for a red player to bomb a base for any route is 12 units longer then blue. 2 extra units to pick up a bomb, 8 units for red to get to their own base, and 2 for getting from blue bomb to red bomb that blue doesn't have to travel. Being asymmetrical, a few units is acceptable. Over 10% difference is not.

From spawn to bomb to opp base using middle route on 2nd map:
Red path 54 units
Blue path 42 units
Minus the issues with path differences, that's more like what I thought the map would be: multiple routes for carrying the bomb and for defense. It makes it a tad more multi-dimensional.
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  #12  
Old 11-27-2011, 02:40 PM
Flexio Flexio is offline
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Oops. I never bothered to count the units. :X I'll try and work something out by rearranging the bombs/spawns instead of the layout. Thanks for pointing that out.
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  #13  
Old 01-31-2012, 12:55 PM
Flexio Flexio is offline
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Please be redirected to this new thread to view and download the newest versions, thank you
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