Phat Blood Fix

 [ViCiouS]EyeZz_


Join Date: 19 September 2010
Posts:5405
Edited 4 November 2010 - 1:41 pm by [ViCiouS]EyeZz_
[You must login to view link] - Link to map.

Phat was one of my favourite maps on Zone and on GamePark/Early IGZ. People who played in it would play aggressively, and camping was never an issue.

In this day and age, people are a lot more defensive due to gaming changes (such as the rating system) so player reputation doesn't mean a thing anymore. My motive behind this redesign and fix was to encourage the aggressive play Phat blood deserves, without changing the maps integrity. I think my fix will create better team games, which were the main issue for Phats demise.

I think I've achieved this [IF PEOPLE COULD TEST IT WOULD BE WONDERFUL!] through a number of methods;

- I've removed the old road that was impossible to make even and spread around the middle. Instead, I've brought in elevation and evenly dispersed it between all bases. Through my own simple testing, the distances seem to be relatively even between player bases, but would need further testing in a game situation to be sure.

- I've redesigned the middle elevated area. In the old Phat Blood, the middle elevated area was huge and had a sharp incline. I've made the incline smaller, while keeping the middle area distinctive of Phat Blood. The other feature I've added in regard to the middle is I've spread it out over a larger space, using the minimum elevation possible. The motive is to make the middle area more attractive in fighting in team games.

- I fixed the king issue for P1, fixed all the Aztec Stone heads so they're symmetrical and nicer on the eyes at the stores and spawn island. I also removed the elevation where you place units to be created, so people won't get the problem of their unit missing the flag.

- As part of the anti-camp feature, I've removed the Fortified wall upgrade. So if people choose to camp, they would have to do it with their gate exposed due to the positioning of the elevation. For the 2nd raze bonus, I've moved the powered tower spawn closer to the middle, so players can't steal easy razes, while still maintaining an advantage for getting 2 razes. I've also lowered the HP of this tower, as it was at a ridiculous amount so only Heroes could raze it.

ALL THESE FIXES ARE TO BALANCE THE MAP OUT. I DIDN'T WANT TO DESTROY THE ORIGINALITY OF THE MAP, RATHER FIX AND IMPROVE ON IT FOR TODAY'S STANDARDS.

-If there is still camping issues, I'm toying with the idea of giving 2 Khans for razing a gate.

-I would prefer not to add initial power ups anywhere, but if ultimately needed, I'd use a Spider kind of power up, slow upgrade and each players boost spot is closer to their enemy.


If people could test it and give some reviews, it would be very handy. I don't want to see this map ultimately die out!
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 [ViCiouS]____Tom____


Join Date: 24 July 2007
Posts:1716
Posted 4 November 2010 - 5:44 pm
I miss the tamer start.
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 _LC_Mau5_RTK


Join Date: 22 September 2009
Posts:3635
Posted 4 November 2010 - 7:38 pm
From what it sounds like it sounds like ur turning it into a nother smosh

Ill definietely test this out when i get home today


Rest of it sounds good....Those towers were ridiculous.
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 [ViCiouS]EyeZz_


Join Date: 19 September 2010
Posts:5405
Posted 5 November 2010 - 12:16 am
Smosh had a power-up and revolves around the middle. Phat has always been side vs side combat with no-power up. I've kept that feature of the game, so really it's nothing like Smosh except it's all archer map.
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 _LC_Mau5_RTK


Join Date: 22 September 2009
Posts:3635
Posted 5 November 2010 - 12:33 am
Well I took a look and I like it....

But the hills around are super uneven.
Play me 1v1

Blue has a huge advantage to the hill...
You need to make it longer so at least red can walk STRAIGHT out (or SLIGHTLY to the left)
of his base to the hill.
Because red has to walk an extra second and that makes a HUGE difference in reinforcing
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 [ViCiouS]EyeZz_


Join Date: 19 September 2010
Posts:5405
Posted 5 November 2010 - 12:34 am
The hills are even in walking distance, I tested it with a simple task trigger from the spawn point. AoC is deceiving visually.
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 _LC_Mau5_RTK


Join Date: 22 September 2009
Posts:3635
Posted 5 November 2010 - 12:56 am
From the very corner? hmm intersting.
Very decieving.
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 [ViCiouS]EyeZz_


Join Date: 19 September 2010
Posts:5405
Posted 5 November 2010 - 2:15 am
Corner to corner. It felt like red had a smaller advantage from not controlling the units. Like I said, the map needs testing in a game-playing environment to find any problems and to eliminate them.

The maps base is from Germs, which isn't very easy to work with.
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 [ViCiouS]EyeZz_


Join Date: 19 September 2010
Posts:5405
Posted 5 November 2010 - 2:52 am
Alex has his own version of how the layout should be;

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If you wanan test that and see which is better, please go ahead!


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