Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Phat Blood revamp
[1]
Displaying 1 - 4 out of 4 posts
1 User(s) are reading this topic (in the past 30 minutes)
0 members, 1 guests
0 members, 1 guests
What's popular right now:
Word Association (55 users)
AoKTS updates (39 users)
1.6 reward campaing (33 users)
CBA PathBlood 1.8.0 (28 users)
New Voobly Client 2.7 (15 users)
TDII (13 users)
New CBA Hero now supports HD / D... (12 users)
Most active threads in past week:
Restore Problem (12 posts)
Torneo 1v1 HUMAITA / HUMAITA 1... (11 posts)
AOM Error "Unsupported Grap... (10 posts)
If there is chance to advertise ... (8 posts)
Which AI can play DE Islands cus... (7 posts)
Old VCOM/Tournament forums (6 posts)
🌟 Let's Restart Custom Scenar... (5 posts)
List of changes:
- Archer starts on spawn point [noob friendly change]
- Changed wall setups slightly to balance potential Sub/Khans end-game issues.
- Redesigned the raised area outside the player gates. I've brought back the original Phat feel with them, however; I feel they're better arranged and even all round given annoying positions. Will require testing to confirm.
- Added ES flags at tech store for range upgrades. Should allow for players to recognise the range techs without having to click so many relics.
Suggestions:
- Map genuinely requires an anti-camp feature for RL purposes. Power up doesn't suit the integrity of the map. I'm thinking a gold in mid setup which awards king at bottom store, like how Daze blood works. Hopefully this would be enough to discourage camping, but not too much to drastically change the flow of Phat.
edit; don't want recognition of any sort on map info, want to see if someone can implement my suggestion and get the map in the pack. Think this could be popular a nice compromise map between AB and Smosh.