Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Shane on July 09, 2025, 04:28:00 PM
-
At first glance not a fan with the bottleneck and limited starting spawns. This map is made for a larger player base than we currently have. It's an updated/re-made Baltic map, more or less. This will come with the same stagnant action - maybe even more so because there are 56 bases per side compared to the older Baltic's 23 per side!
Or hordes. This is a horde roll map. Or whack-a-mole with so many bases. It needs many more cross-country start spawns. And could benefit from daisy-chained spawns/attacks that go thru the channel islands to the opposite sides.
I hope at least the original Baltic is removed because 2x of this per rotation will be meh.
Not a fan right out the gate. Said what I said. (At least the useless PT spawns have been shortened/removed.)
Case in point: this is the starting spawns for current bish and rooks on the southeast side. See the issue? Either or both VH16/52 go down, instant bottleneck on that entire front.
(https://i.postimg.cc/15r7Yg3y/scanbad.jpg)
It's even worse on the southwest side with VH113/27. While this was a fun-ish gv battle, the spawns are a bit too close (26 to 27 defensive) and favor the south team.
(https://i.postimg.cc/HLdY18Q3/scanbad2.jpg)
-
Horrible spawn camping set up in the SW spawn. Can't even turn guns half-way around before getting killed. The 26 def spawn is too easy to camp the 113 offensive spawn. The 113 has to turn turret 180 degrees while the 26 spawn just rolls up the hill for an easy 45 degree turn and camp.
Bad spawn set up, too close.
Also 3rd story building is still exploitable - thought this was fixed on newer maps?
-
Horrible spawn camping set up in the SW spawn. Can't even turn guns half-way around before getting killed. The 26 def spawn is too easy to camp the 113 offensive spawn. The 113 has to turn turret 180 degrees while the 26 spawn just rolls up the hill for an easy 45 degree turn and camp.
Bad spawn set up, too close.
Also 3rd story building is still exploitable - thought this was fixed on newer maps?
Building fix requires a game update, corrections have been submitted.
-
However, it was rolled considerably easier than Baltic, the GV proximity to towns vs Baltic likely plays a roll. Baltic has long drives iirc. Tropical Thunder got the 20% w/ease in the absence of any defense.
It’s time for AI defense imo, if for nothing else to have any resemblance of a challenge.
-
Building fix requires a game update, corrections have been submitted.
The SW spawn points for offense from 113 and defense from 26 are set up so that the 26 defensive spawn basically spawns immediately behind the 113 offensive spawn...
This spawn intersection needs general adjustment...
and the fact there's that exploitable building in a village that overlooks the offense spawn point... even tho' I also noted 2 of my side entering it, it still benefits the defensive spawn point more because of how it's situated.
-
Kenai77,
Thanks for your time and work developing maps to make AH better for all of us.
You are inspiring a player to look carefully at how he would design maps himself. I'm looking forward to seeing the maps he creates.
For your efforts now and until then, thanks.
<S>
-
Thank you Gooss. :salute
We aim to please but sometimes our aim aint to good. :aok
-
Baltic is my fave map of all time. Not sure I’m a fan of this one yet.
-
Baltic is my fave map of all time. Not sure I’m a fan of this one yet.
I assume Baltic is still in rotation seeing the name is different.
-
I thought it was great fun map. GV fighting was intense nearly every moment. The knits would push us out of the spawn area then we would push them back out of the spawn area. It went back and forth all evening.