Map Spotlight: emp_isle

Discussion in 'Mapping' started by John Shandy`, May 26, 2009.

  1. Silk

    Silk Mapper

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    Also true
     
  2. Chris0132'

    Chris0132' Developer

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    I agree on that point, I have found it difficult to tell whether I'll make it with some tanks.

    It's not a major thing but if you're in there I suppose you could fix it.
     
  3. -=SIP=-

    -=SIP=- Member

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    Some more trees in the middle would be nice.
     
  4. Dubee

    Dubee Grapehead

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    Another thing I just remembered about this map is how the cv drives off the cliff and gets stuck between the cliff and trees.. That happens a lot for some reason. Maybe move the trees out a little farther from the cliff.
     
  5. Sandbag

    Sandbag Member

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    that is actually a rather spiffing idea.
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Basical emp_isle is one of the official maps with 50% or more spectators.
    I never seen someone say "oh yeah emp_isle next" most people dont like it.
    I never understood why theirs a ground level if NO ONE WANTS TO GO THEIR IF NOT FORCED TO DO IT...
    Because its is not possible to remove maps from the official playlist even
    if the majority doesnt like it i suggest to remove the lower ground and make the bridges undestroyable.
     
  7. ScardyBob

    ScardyBob Member

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    Wasn't emp_canyon_cdr and emp_gauntlet official maps at one time?
     
  8. PreDominance

    PreDominance Member

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    Give the middle ref some cover. Walls just don't do it anymore :<
     
  9. Z100000M

    Z100000M Vithered Weteran

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    isle was fun for me for the first 2 weeks of playing empires
    then its gets boring and obvious, like cyclopean
    imo ,its too open and besides nw there are no defined chokes (dustorm is open but at least it has 3 defined chokes)
    nobuild ladders (its annoying when its blocked by an ammo box)

    also,what silk said
     
  10. Lithium

    Lithium Member

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    http://www.m9dia.com/image/show/31XjWOXOTo/emp-isle-spotlight.png

    hills for potential flanking action
    ladders for potential late game infantry flanking/ease of use for starting infantry

    got rid of middle ref, added hills to the extra cliffs for potential strategy, the middle cliffs rewards you with high ground on the adjacent refs if you manage to capture both middle cliffs (plus allow for a dual front attack instead of linear combat in the area). I didnt join them to prevent middle=win syndrome

    removed trees where CV sometimes fall and get stuck, added ladders to where they are.

    all bridges start out unbuilt

    I think that this will give the map more chokepoints, while making middle relevant and allow for a broader range of tactics

    yes? no? maybe so?
    Nothing about this is set in stone, I'm just brainstorming here so feel free to chip in.
     
    Last edited: May 28, 2009
  11. DrummerX

    DrummerX Empires Tyrant

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    Wow gotta say that actually looks good there Lithium. Makes the beach more useable
     
  12. mr_quackums

    mr_quackums Member

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    i say make the bridges unbuilt and have them take about 1/2 as long to build as one dam ramp on mvalley but keep their hp the same, maybe even lower it. it would force some action to the beach. think about it if you need to go on the beach to get to the ladders to get up the hills then there will be more accidental engagements (forgot the technical military term), it would also give infantry the high ground against tanks (for whatever thats worth).

    also, since both side have a tendency to relocate to their respective hills asap, why not set the starting bases up there?
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    [​IMG]

    All bridges are undestructable.
    Infantry can swim in the water and go everywhere.
    Bet 10 bugs that it plays better than what we have now.
     
    Last edited: May 28, 2009
  14. [lodw]keef

    [lodw]keef Hobbit

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    ya thats not a bad map idea, you should go ahead and make it. emp_islands or somthing.
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Whats the point, if you want to change the map so its fun to play accept
    that you have to change alot or you can be a pussy and tinker a little bit
    here and their. The major problem with isle is that its to big without connecting
    everything together, resulting in 2/3 of the map almost never used cause its
    so boring to go their cause you have to walk for hours to get their and than
    walk for another hour if you want to be back in the action. Almost all the ground
    refinerys are so remote that its impossible to hold them if you dont want to
    walk for hours back. You would have to add ladders everywhere to fix that
    but it would remove the whole upper/lower level feeling so why not remove the
    lower level completly if it only makes people not want to play the map...
     
  16. Jessiah

    Jessiah Member

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    Mayama your changes are so drastic it may as well be a new map. The goal is to improve isle, not create a whole new map.
     
  17. -=SIP=-

    -=SIP=- Member

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    You hate the lonely refineries and I love them.
    Because when the frontlines are freezed you always have the opportunity to go for refineries.
     
  18. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    I like Lithium's idea a lot! :)
     
  19. -Mayama-

    -Mayama- MANLY MAN BITCH

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    what about lithiums idea plus removing the outer lower level so thiers only
    refs and ground on the inside on the lower level.
     
  20. John Shandy`

    John Shandy` Member

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    I disagree with putting ladders in the outer SW & the outer NE. The hills should remain the primary way of getting up onto those cliff sections from the outside. I put one at the outer NW, and I'm considering putting one at the outer W. That seems fair to me, since there's ladders in the inner NE, outer E, outer SE, and inner SW.

    As for more short cliffs (or hills as Lithium is referring to them as), I don't see the point, unless they're meant to be accessible. Perhaps that's what he meant in his image.

    I can move the trees outward or remove them altogether where the CVs can get stuck, but really... I'm not highly interested in fixing stupidity by making tree adjustments all around the map.
     

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