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Old Nov 30, 2007, 07:05 PM // 19:05   #1
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Default New map rotation

There's a new map rotation and it's pretty awesome.

#1 Frozen
#2 Solitude
#3 Meditiation
#4 Druids
#5 Worms
#6 Nomads

All very balanced maps, with meditation, solitude, and nomads being slightly 8v8 favoured.
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Old Dec 01, 2007, 12:43 PM // 12:43   #2
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Solitude and Nomads are 8v8 favoured?
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Old Dec 01, 2007, 01:48 PM // 13:48   #3
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"How can we encourage people to run split builds other than by balancing the skills to make split builds good? Oh I got it, we will just make every map in the rotations split friendly and force people to run subpar builds. Go RIP!"
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Old Dec 01, 2007, 03:04 PM // 15:04   #4
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Quote:
Originally Posted by Thomas.knbk
Solitude and Nomads are 8v8 favoured?
Solitude, yes, because it's a thief map.

Nomads has always been a horrible split map, people just can't play it properly. And, admitted, teleport splits with recall or aod can be very powerful there. But in general its a pretty bad split map.



Quote:
Originally Posted by Dzan
"How can we encourage people to run split builds other than by balancing the skills to make split builds good? Oh I got it, we will just make every map in the rotations split friendly and force people to run subpar builds. Go RIP!"
Solitude, meditation, worms, and nomads aren't that split friendly at all. The maps are less split friendly than 2 months ago, with corrupted and isle of the dead in the rotation.
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Old Dec 01, 2007, 03:06 PM // 15:06   #5
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Quote:
Originally Posted by Dzan
"How can we encourage people to run split builds other than by balancing the skills to make split builds good? Oh I got it, we will just make every map in the rotations split friendly and force people to run subpar builds. Go RIP!"
What game are you playing? Meta balanced splits extremely well with warrior+ranger+rit or warrior+ranger+monk. Sinsplits, brainless as they are, dominated the last two monthly tournaments.

As for the rotations - Frozen and Druids are quite split-friendly. Worms is less split-friendly than it seems because there's so little distance between the flagstand, the health shrine, and the back door. You can pretty much just keep your monks between those locations and follow the enemy damage, and you can bring in support before you're punished for getting mismatched or powerplayed.
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Old Dec 01, 2007, 06:27 PM // 18:27   #6
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needs more burning isle.
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Old Dec 01, 2007, 09:49 PM // 21:49   #7
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I wanna see Warrior's Isle again Good 'ol catapulting...
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Old Dec 02, 2007, 01:56 AM // 01:56   #8
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I'm not a big fan of isle of the wurms, because the health bonus is a shrine instead of a stand/cap. It means that it takes quite awhile to reverse the bonus from one team to another, and impossible to move at all if the number of players there are even. So you end up getting this weird dynamic where the team that sends more people to the health shrine at the very beginning of the game gets a pretty large advantage that lasts throughout a fair portion of the game (assuming similar movement capability between the teams).

I much prefer the system in meditation, where if either team gets a flag to the top stand, they can instantly switch control of that mechanism, and you get better minigames of overcapping rather than winning the stand automatically if you have more players there. In my experience, it plays out more like frozen, where splits or main teams are vying for control of the gatehouse which affects another area of the map. I do think that meditation has its own issues (I personally wish it was easier to move between the top & bottom to mimic frozen isle play more, and I know a lot of people don't like the winding bottom path) but I don't think these two maps have gotten as much exposure as they may need to really develop and evolve the dominant strategies.
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Old Dec 02, 2007, 05:22 PM // 17:22   #9
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This is a pretty gay map rotation.
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Old Dec 02, 2007, 06:23 PM // 18:23   #10
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I really dont like wurms isle but the other maps I like. Meditations quite a cool one.
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Old Dec 02, 2007, 10:46 PM // 22:46   #11
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Apart from worms it's fine, worms is really boring though.
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Old Dec 02, 2007, 11:48 PM // 23:48   #12
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Quote:
Originally Posted by Yue
This is a pretty gay map rotation.
And what would be your ideal map rotation consisting of 6 different maps?
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Old Dec 03, 2007, 11:52 AM // 11:52   #13
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Quote:
Originally Posted by Guillaume De Sonoma
And what would be your ideal map rotation consisting of 6 different maps?
Yue's ideal map rotation would be frozen times 6, of course this wouldnt be different maps :/
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Old Dec 03, 2007, 02:11 PM // 14:11   #14
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I thought the only people who enjoyed Meditation were pve guilds who like the pretty beach.
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Old Dec 03, 2007, 02:23 PM // 14:23   #15
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I love the beach. :O
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Old Dec 03, 2007, 10:49 PM // 22:49   #16
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Meditation has a pretty waterfall, therefore it is a good map.
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Old Dec 04, 2007, 02:55 AM // 02:55   #17
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1)Wizards/Warriors (whichever has that 2nd pathway through the mountains)
2)Burning Isle
3)Druids
4)Meditation
5)Frozen
6)Nomads

A good guild should be versatile, and they'll need to be with this map rotation.

A couple mobile maps, a couple 8v8s, and a couple thief maps.
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Old Dec 04, 2007, 04:24 AM // 04:24   #18
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Warriors/Wizards/Hunters should never be put on the rotation while the catapult works the way it does. Otherwise, that's not a bad list.

I actually like Imperial though. It's a great map for pushing flaggers.
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Old Dec 04, 2007, 06:32 AM // 06:32   #19
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Imperial is an excellent map.

In addition to no cata maps I'd like to see Burning and Jade removed.

From there, the map for every round should be randomly selected. No repeats per single AT, obviously, although it would re-set after the Swiss round for the Monthly. Reward people for bringing a versatile, balanced build and not one that is geared towards a specific map.

~Z
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Old Dec 04, 2007, 06:37 AM // 06:37   #20
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Burning and jade would be fine in random selection.
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