Terrain Ideas

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Sytec270
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Re: Terrain Ideas

Postby Sytec270 » Wed Jun 08, 2016 2:51 pm

I made it stronger 32 towers and 11 walls.
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Sytec270
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Re: Terrain Ideas

Postby Sytec270 » Thu Jun 09, 2016 4:12 pm

Made a small lumber area and a place for rc
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Lynx
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Re: Terrain Ideas

Postby Lynx » Thu Jun 09, 2016 8:04 pm

I'm just saying if you've done a base with standard walling it's basically the same shit

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Re: Terrain Ideas

Postby Merex » Fri Jun 10, 2016 12:18 am

Seems kinda pointless to have walls that don't hold an ideal purpose of protection but just rather ''filling in empty space''.
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Re: Terrain Ideas

Postby Lynx » Fri Jun 10, 2016 11:37 am

So you want walling to be the same mindless process every single time instead of needing to use your brain? might seem reasonable for a player of your caliber.

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Re: Terrain Ideas

Postby FollowingPath » Fri Jun 10, 2016 12:32 pm

The "mindless process" you're referring to is often the most optimal walling at the more linear base entrances because it's easy to rewall without putting yourself at needless risk of being nuked. Now, although people don't use that walling at the more triangular (or L-shaped, take your pick) base entrances, people still use the same walling for those (unless the terrain helps against nukes/provides free walling, see Beach Base or Fountain Base for referrence). My point is that there is currently 2 main walling methods, and between them they apply to all base entrances. Not using one of these wall styles will usually result in a higher risk of being nuked during rewalling, or lower DPS because your total towercount in a given area is reduced by 1-3. Because of this, the only scenario where an "original" walling will be more effective is when the terrain is making it harder for titan to nuke by blocking. An example of this is your very own submission for the terrain competition. The only reason a walling other than "the same old boring wall design" would be effective here is because of the cliff that blocks titan from effectively nuking a rewaller running near the cliff.

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Re: Terrain Ideas

Postby Dehumanchum » Fri Jun 10, 2016 1:38 pm

Walling shouldn't make or break a base being put in the game, what should make or break a base is if it still has enough tower support after 5 layers of walling. Just because you're bored of the current base setting mighty Lynx really isn't grounds to revamp how bases are made. There still needs to be an easy median for the new players and average players to able to easily base and not have to worry about complicated walling. Granted though I do believe there should be a few harder bases that require complex walling like that just not every base made should.

On another note going back to Sytec's base idea, this base isn't optimal for a lot of builders because most games where it comes down to lets say a level 7 titan 3 minis all with level 2 healing (except for glac's mini's) with decent items 32 towers just wont cut it or have the firepower needed to handle that kind of a titan. My suggestion would be to widen the base on the left side and make 2x2 choke point to the far left outside of the base. That should open a bit more tower spacing and buffing the base and also having at least one tree nuke proof so a support can gather lumber wouldn't hurt.
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Re: Terrain Ideas

Postby ShadowZz » Fri Jun 10, 2016 2:52 pm

Considering arrow walling is the best balance DPS to HP required to break in I find it highly unlikely for any base to break that trend. Even if you design the base to have some whacky walling it will probably end up being shitter dps to hp required to break and basically never get used. Plenty of examples of this in ID already like bot left, top left, tommy gun. All require semi different walling and all require a ton more towers to be close to the dps of a standard arrow walled base.

tl dr; This is ID, we don't have these luxuries.. as previously stated @Lynx feel free to enter a terrain submission with new bases that suit your walling preference. It would be a lot easier to see what you want rather than you posting "I hate standard, do something different" on every god damn terrain submission.
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Re: Terrain Ideas

Postby TooNoobForU » Sat Jun 11, 2016 12:03 am

Sytec270 wrote:I made it stronger 32 towers and 11 walls.

that base is nukeable from all angles.
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Re: Terrain Ideas

Postby Remixer » Tue Jul 19, 2016 6:13 pm

Possible to get an update on this? I mean the newest Terrain?

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Re: Terrain Ideas

Postby Sytec270 » Wed Jul 20, 2016 2:25 pm

Well its been a long time since i posted anything.So i decided to make the island a little bit more "ancient"
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Re: Terrain Ideas

Postby Remixer » Wed Jul 20, 2016 5:33 pm

Sytec270 wrote:Well its been a long time since i posted anything.So i decided to make the island a little bit more "ancient"

Seems a bit unfunctional. The cliff variations only restrict Titan's vision and movement (thanks to WC3 AI) and does not offer the builders anything unique, other than more juking- points that are already plenty in that area, having multiple narrow gaps to block the titan at. No need for more.

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Re: Terrain Ideas

Postby Dehumanchum » Wed Jul 20, 2016 11:50 pm

If my work would ever get some chill I could start making terrain again.
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Re: Terrain Ideas

Postby Hash » Thu Jul 21, 2016 1:40 am

the last time a terrain made from a player got implemented, we got top middle, and we all know how well balanced that is...

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Re: Terrain Ideas

Postby pep » Thu Jul 21, 2016 2:36 am

What hash says, the lb needs a small nerf, the base needs to have more space for titan to siege to and less unnukable workers. Current topmid is completely gay for titan. Maybe a entrance thru the secret shop so titan can actually get to that base without being walled out so easily, it's impossible for titan to catch a base being build. This base is op af.
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