- Feb 22, 2019
It is time to see the maps!
The tournament will feature a total of 9 maps in the map-pool, one of which is a to-be-decided map from the community submissions! Two of the 9 maps will have their first debut over here!
All maps involve a nerf to slinging, as slinging will be disabled until Imperial Age and Coinage moved to imperial.
Map pack: https://www.voobly.com/gamemods/mod/1228/Two-Pools-Tournament---Map-Pack
View attachment Arabia.png
What else could make a good start to a series than an arabia-game, right? TP_Arabia follows generic Arabia generation in terms of sheep, berry-bush, gold and stone-count offering the standard arabia-experience to the players, with slinging also disabled!
View attachment Dry Lake.png
Dry lake features intense water combat for the control over the central lake area, which allows good fishing opportunities and the chance to harass the town center of your opponents located on a small peninsula. Most of the wood is located on the outside rim of the map, so gaining control of that will be essential, just as well as balancing your naval and land-spendings.
TP_Fortress (played as Regicide)
View attachment Fortress.png
Ready for some king snipes? Regicide fortress will bring you some intense late-game action in a reworked map! TP_Fortress were given a significant overhaul in terms of map generation, which involves all players having a reasonable amount of wood located inside their base. Tower generation has also been balanced, so that they are spread out mostly evenly around the bases of the players. Time to snipe some kings!
View attachment Gold Rush.png
The classic Gold Rush experience is back with only minor changes added. In TP_Goldrush, the central gold-pile will be added on a hill in the center of the map. This gives additional balance, as the gold pile will not be offset in the direction of either teams making their job of securing it easier. Being agressive early on might pay off, as once you gain control over the gold-hill, it will be hard for your opponents to take it from you!
View attachment Hideout.png
The Standard ECL_Hideout map that has the slinging nerf added. Starting off in a palisided base embedded into a major forest, gaining control of the outside rim will be essential to access resources and have sufficient space for your trade later! Also, pronounced the same way as "Hi DauT!"^^
View attachment Team Islands.png
Want some naval combat? Some landings? Maybe even more naval combat? The Team Islands is your map. With teams starting on one island each, gaining water control and presurring the fishing-eco of your opponent will be essential. Just as well as a well-placed landing!
And now: the two new maps debuting!
View attachment Glade.png
Glade will feature players starting in small pockets of a forest that are very easily wallable. However, the amount of resources in the starting bases are limited, only having 4 tiles of gold and stone each! As such, gaining control over the middle areas will be essential to secure additional resources. Glade features the chance for masssive battles in the central area, as players are looking to fight it out for the last remaining gold pile...
View attachment Forest Pond.png
Hideout with a tweak! Forest pond will feature hideout-like starts as the starting bases of the players are embedded into a forest, that also features a lake in the middle with a solid amount of fish! Will you try to contest the waters? Or pressure the opponent from the outside rim? Forest Pond features engagement on multiple fronts, where balancing out your spendings will be essential to grab the win!
Have some feedback on the maps? Feel free to share it below!