Fair point, but I'd see it as being based on team islands, with shallows then added to the middle to make land aggression more possible. The hunt on the shallows then makes that area even more strategically important and interesting - though I agree that may just be too risky to use.I dislike the fact, that you can go with ships in the middle, looks like it's only done for some nice demo shots, but thats just my opinion ...
I chose to let ships go into the middle so that the team with map control still needs to take care of enemy demo ships by patrolling ships at the narrow "rivers", destroying enemy docks etc. This means that the advantage of controlling the middle can be somewhat decreased by skillful opponents.I dislike the fact, that you can go with ships in the middle, looks like it's only done for some nice demo shots, but thats just my opinion ...
Yeah I know, I should have done it more cleanly. I didn't change it to hopefully make fire galley wars a bit more interesting with the hill advantage.The elevation on the shoreline slightly triggers me :P
I agree that on competitive maps with hybrid terrain ships will always be favorite over land army. Hybrid maps where land terrain and water terrain are distinctly spaced work better.The problem with the map (and that donut one in BoA) is that any map, where you can have boats where all the land unit/buildings are, suck. You can have your army and then demos come. Demo's go faster than your units. They are 6 tiles away when killed and still your entire army is wrecked.
Sure it can be fun to watch badabooms as viewers and very satisfying as a player, but it really doesnt make it fun to play in general.
The concept of the map is interesting though. And perhaps if ships were able to go through a very defined ring going through the center, with the zebra in the center untouchable by fire galleys/demo ships could be better.
just delete the demos, they will kill the archers anyway even if 102397097 tiles awayI agree that on competitive maps with hybrid terrain ships will always be favorite over land army. Hybrid maps where land terrain and water terrain are distinctly spaced work better.
For fun games however, I love hybrid terrains (shallow, ice, beach, mangrove shallow) because they add more versatility to maps, showing weird army combinations and interesting unit matchups (fireships versus kamayuks, who will win?)
And ofcourse the possibility for demolition ships is great aswell (altough it might get boring if the demolitionship is the go-to unit for a specific map)
in Rift Island going ships on the hybrid terrain is not too broken in my opinion, because there are still small save areas where archers can safely stand and kill demoloition ships. Also the pathing of boats in the narrow pathways can be awkward enough to deter players from going heavy into water