I've played almost every tournament dating back to the Beta Tournament on OCN. In AotC, cores were always getting dewatered before being leaked through a tube. In BC, infinite water pools above and below cores became relevant and this was a lot harder to leak. In HoC, people placed shit underneath cores and to this day, it's been like this.
When I play DTC/M on 2 mon 1 core maps, generally the goal is to break both monuments and try your damn hardest to leak it in the end. If a core was leaked, you would 100% have a huge advantage in the scoring system but the safest bet is going for an objective that you can progress your way to completion. These 1 mon 1 core maps made me completely ignore cores in some cases because it was clear what the easier objective is to complete. Cores are simply too difficult to leak right now. There is no way to progress your way unless you can somehow dewater it if they had a shitty start.
Not only that, but you sometimes have these one sided games because you're out of resources early and there isn't much you can do to get any back as you don't steal stuff and take it back. Yes, it is your fault for not protecting it, but the match shouldn't be over there. There should be an opportunity to get back into the game and the maps currently don't offer a way to do that.
Because I'm really bad at organizing my thoughts in a good way, I'm just gonna do a list of suggestions and why I think they're good and bad. These are individual suggestions, so these don't all tie into being 1 big suggestion as removing cores while doing this other stuff makes no sense. Here we go.
I'd love to have a good discussion here on what we can do as map makers and ask of the developers in support of making DTC a better gamemode. I think a lot of us have complained about the "meta" for a while now and we need to do something together to make this even more competitive.
wrong
EDIT: hi
EDIT 2: i think that destroy the core should have a core. get rid of iron bars and add gap kill reward
Wallop 9000 is the best DTC map that has been made since Fractal Descent, and I will explain why now:
1) Core placement: It is extremely centered, allowing for it to be cannoned relatively easily, and high enough for it to actually be somewhat hard to defend.
2) Shape: The way the map is shaped is extremely brilliant. The monument and core are close enough to each other that rotations can be quick and efficient. The map is 2 levels, and every part of the map is genuinely useful for one reason or another (a genuine flaw with every map besides ssb and wallop was that a significant portion of the map is completely useless). There are also various places with multiple horizontal layers to the map, in that most chests are behind pillars, etc.
3) Supplies: The supplies are important, and there are a lot of them, but if you lose them, you can still win the game (unlike ssb and riots te)
4) Objective Completability: Each objective is about equally difficult to complete entirely. However, on an unfortunate side note, the monument is (in my opinion) too tall, and simultaneously too dense. Something more like SSB’s monument, but with bedrock in the middle, would be a lot better, or even something more like fractal descent’s.
Map makers should use these things making maps on the future.
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