Link to open 1vs1 tourney using Maps from the Custom Map Contest, involving 6 rounds involving 6 maps from 6 authors. http://www.weewartournaments.com/join.php?id=116
Rnd 1: Going Coastal (19928)
Rnd 2: Aruba Canyon (19530)
Rnd 3: Small Air Fight (19852)
Rnd 4: Lake H (21181)
Rnd 5: Choices (20360)
Rnd 6: Ytterbium (22069)
Feel add discussion regarding tournament commentary and map comments or suggestions.
Map designers, it would be great if you could share your comments and suggested strategy ideas regarding the maps you designed.
Going Coastal map description: Tight, 1 vs. 1 map, asymetric but with balance play (as far as I can tell from early play testing). Combines generous starting force with ongoing production, giving opportunity for many early dynamic choices to make. Modest production and diversity of unit types requires thoughtful build choices. For additional strategy considerations, suggest recognition of three distinct but overlapping battlefields, with northern mountains for infantry battles, central desert favoring tanks, and southern coastal areas. Decide your best balance for use of land/air/sea, expensive/inexpensive, armor/artillery. Central cities provide incentive for aggressive play for an objective. GL!
Small Air Fight: take care that you keep the DFA to prevent enemy landunits from crossing the landbridge. Furthermore you need air superiority to win this battle. You can NOT create masses of landunits and win the game.
The game is designed as an 'Aruba' for airbattles.
Aruba Canyon: inspired by 'one on one', but with tighter fronts and air units. Expect to develop fronts that consist of Hovercrafts, DFAs, Jets and Raiders. Anti-Air prove effective, but are most effective with Jet back-up. I have tried using Zerks a number of times on this map, and they never seem to pan out. Choppers as well. Red seems to have an easier time taking the defensive route, and blue, slightly on the offensive. You should avoid bringing out mechanical units on the far base, as it just takes a matter of a jet locking it up against the base, useless. Heavy Inf make cheap, effective protection from Jets, when desperate or when saving credits.
We now have 43 of 64 players, only 21 to go.
For the "Going Coastal" map, suggest players use the updated version "Coastal Challenge": http://weewar.com/map/25120 This is updated after play testing, adding two additional starting units to red player, to make the map more balanced.
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