Improved 2v2 Alpine Valley Fixed Guns TWC and TWC+TAD Pack
Posted on 03/28/08 @ 01:50 PM (updated 04/24/08)
# of Players:
For 2v2 multiplayer mode. Pack contains versions of the scenario for both TWC and TWC+TAD.
You and an ally start with extra resources at one end of a pass, guarded by two fixed guns. The lovely Alps are visible, but impassable.
2008/04/24: Now updated with level 120 decks for each civ.
Don't miss the 2v2 compstomp version of this map - you and a human ally pit your wits against 2 expert computers.
Special thanks to [SS01]Hunter007 for original concept, decks, and testing; and MosheLevi for extended multiplayer Trigger set.
You should have just put these 2 maps in 1 pack, and fixed the name on your comp one... Next time you should make use of the update button. This is just my opinion, if you are offended by this, I can remove it should you request it.
[Edited on 03/30/08 @ 03:19 AM]
Posted on 04/24/08 @ 11:08 PM
This is a fun game where each player has a fixed gun for added support.
The fixed guns prevent early rush (unless you are quick to capture your opponent’s fixed gun, and he doesn’t know what he is doing), so this scenario usually last for a while as players advance in ages and build large armies before they attack.
There is only one path (in the center) to attack so early game can be slow pace with no battles.
Players who like treaty games will definitely like this scenario.
However, other players may not like to play it more than couple of times because there is no way to rush your opponent, which limits the strategies that are available to the players.
There are two trade routes (one on each side of the map) that are blocked for passage.
My suggestion is to open these two paths to allow players to send early rushes to flank their opponents while being out of the fixed gun range.
I believe this will add to the playability of the scenario.
Perhaps you can make a separate version just for that.
Balance is very good since it is a semi skirmish game, and the resources are distributed evenly around the map.
Each civ also has two 120 HC deck cards which is awesome – great job on that.
The map design gives you extra points for creativity.
Other than that the game plays like a normal skirmish game with no special twists, objectives, or features.
Map Design: 5
The map design looks great, especially the mountains - great job.
There is no story here but that’s not necessary because this is a multiplayer scenario.
The instructions are short and simple.
Overall a very nice map that is fun to play.
My suggestion is to try to introduce new concepts that promote new strategies as well as different ways to play the scenario.
This way players can play the scenario again and again and have fun trying new things every time.
By the way, your camera cut doesn’t work for player 2.
[Edited on 04/24/08 @ 11:13 PM]
As_Saffah File Author
Posted on 04/26/08 @ 01:07 PM
Ahahaha, Moshe, just wait until you see Khyber Pass...just what you had in mind with early backdoor rushes. In fact, that map was inspired by other people commenting that they wanted to use the trade routes on this one to sneak around. :) Thanks for your input, as always I welcome lots of ideas for improving play.
edit: I'll look at the camcuts and try figure out what went off. The previous version of this map had players 1,2 on the same team and that might have caused a problem.