FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Emerald Craters

    Scheduled Pinned Locked Moved General Discussion
    26 Posts 13 Posters 1.8k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • biassB Offline
      biass
      last edited by

      Feel free to make one whenever you want, you could probably make a relatively flat 10km map with no major natural expansions and get a solid run of it.

      1 Reply Last reply Reply Quote 0
      • epic-bennisE Offline
        epic-bennis Banned
        last edited by

        Farms made a map like emerald crater. It was in ladder too, a map without any reclaim to click, extremely refreshing.

        1 Reply Last reply Reply Quote 1
        • T Offline
          Tagada Balance Team
          last edited by

          the design was much worse tho, it didn't promote a lot of raiding and was choky.

          1 Reply Last reply Reply Quote 0
          • MoraxM Offline
            Morax
            last edited by

            That was his first map, which was really not that bad for a new mapper. Regardless, I don't know why mappers should make maps "like others" because it is usually more effective to try and make something unique. There are legit like 200+ options for ladder pool and you get really similar gameplay / mechanics in many. I don't see why we should aim to add to that list.

            1 Reply Last reply Reply Quote 0
            • FtXCommandoF Offline
              FtXCommando
              last edited by

              His first map was Eridani, which was mega tree reclaim heavy. He recently updated it to remove the tree reclaim. The "Emerald Crater" like map is Havasu Canyon, but that map still has decent reclaim it just doesn't show up since desert rocks are 7 mass and the reclaim overlay only goes down to 10.

              1 Reply Last reply Reply Quote 0
              • C Offline
                Cyborg16
                last edited by

                Well, I have a few ideas for an "improved Emerald Craters". Not sure whether I'll get to them (it's been ~20 years since I did any map-making, for TA), so if another map-maker is inspired, go ahead.

                First, gameplay:

                • the main bases/expansions seem to work well forcing rapid drop/acu movement to take at least one
                • lack of reclaim in the starting area is, as you all say, refreshing
                • I personally don't like the way the centre or closer three-mex expansions play so much; the corners are "okay"

                So, ideas:

                • Keep the starting bases similar, but redesign a little. They are oases in an arid landscape, so they should be lower than the surrounding terrain, with a thin spread of trees. Perhaps push the hydro spot to the centre with 2-3 mexes and put the other mexes around the edge, keeping 6 total.
                • Not sure whether the expansions should be identical oases or smaller (maybe only 4 mexes).
                • Redo the centre completely. Either a central peak (mountain) or a lake in the crater's depression, or perhaps a flooded quarry. Have two 3-mex expansions, one towards each player, with terrain enabling easier defence. Have a few larger reclaimables, perhaps civ structures. This should make it feasible to drop both central expansions instead of the side expansions (but should not be too attractive, so not mega reclaim).
                • Spread out the remaining mexes a bit. Possibly have a creek starting in each corner, with shallow parts and some mini-canyons, with mexes along the creek. Maybe similar mex count (5-6) spread along this creek. Have a few rocks and trees along the creek. Or maybe stick with the 3-mex+hydro expansions from Emerald plus a couple of mexes spread out within the crater.

                This is mostly intended to offer similar gameplay except for the central area and more, smaller raiding targets between the main expansions.

                1 Reply Last reply Reply Quote 0
                • MoraxM Offline
                  Morax @White_Owl
                  last edited by

                  @white_owl said in Emerald Craters:

                  But if high level players like this map, do it just for 2000+ players. All noobs as me hates this.

                  I am not 2000+ and I like it. I don’t want to see this map removed from the pool I play.

                  By “noob” what do you mean ? Is that 0 to 900 rating, 0 to 1800? Saying only use 2000+ is more like saying that only the top 25 players ( of which most are inactive ) should see it in ladder.

                  1 Reply Last reply Reply Quote 0
                  • epic-bennisE Offline
                    epic-bennis Banned
                    last edited by

                    I don’t see a problem with emerald. Blödir mentioned that a single lab or inti can end the game: you can say that about twin rivers and open palms too, and even more so. So far I haven’t heard a single good argument against emerald crater. Except for maybe brain overload because little mass and many places to send units to. It’s just hard because it forced you to prioritize and give up and especially the latter is something very irritating. But face it guys such is the life. You can’t be both top in school and top in faf - you have to prioritize and give up.

                    B 1 Reply Last reply Reply Quote 0
                    • B Offline
                      Blodir @epic-bennis
                      last edited by

                      @big-bennis-magic said in Emerald Craters:

                      I don’t see a problem with emerald. Blödir mentioned that a single lab or inti can end the game: you can say that about twin rivers and open palms too, and even more so. So far I haven’t heard a single good argument against emerald crater. Except for maybe brain overload because little mass and many places to send units to. It’s just hard because it forced you to prioritize and give up and especially the latter is something very irritating. But face it guys such is the life. You can’t be both top in school and top in faf - you have to prioritize and give up.

                      No, in both twin rivers and open palms 1 engy or transport dying is not nearly as disastrous. In both of those maps it's often a pretty minor setback lol. In emerald if your first transport dies the opponent likely gets both contested expansions and its gg. If lab kills an expanding engi it's similarly quite disastrous because the distance between mexes is so massive

                      1 Reply Last reply Reply Quote 1
                      • TheWeakieT Offline
                        TheWeakie Balance Team
                        last edited by

                        I dont know what ur talking about all my maps are definitely top tier

                        1 Reply Last reply Reply Quote 3
                        • First post
                          Last post