This map is almost the same as "Winter Platform" - the same size, forts, placement of most objects, cooldowns, etc. Gameplay of both of these maps is very similar and they share similar minor issues.
However, there are some notable differences. Rolling rocks move in a simpler manner than in the other level, lowering accidental casualties. There are also foundation bricks surrounding GruntCreationPadz, kind of a weird idea for me. Unfortunately, the AI will sometimes use their bricklayers to block their own Gruntz; and it's not of much use to a player. Toolz in each base (shovel and boomerang) were switched to a shield and a club. Maybe it would be better if they weren't respawning because building an entire army out of almost-top-tier weapon will be devastating to anyone who has inferior number of Gruntz, no matter what things they get in the Gruntz Machine.
And the last thing that I'd want to mention is that sadly cursez aren't working at all on this map... Breaking crystals where they are supposed to be (I looked into the .WWD file) only uncovers empty ground.
My personal opinion about Battlez is that game play should rely solely on what the Gruntzmachine turns out. No Toolz/Toyz/Brickz laying around, ready to be picked up and used. Since apparently my Battlez knowledge is practically non-existent (I thought that PowerUpz and Cursez were also gifts from the gods (er, Grunley) ... not so), only PowerUpz and Cursez should be InGameIconz (or prizes in CoveredPowerupz), with obstacles to be overcome to acquire them.
And what the player selects as the limiting number of Gruntz should automatically be extended to the other players (human or 'AI') ... balanced possibilities.
Since 'AI's will not cross Arrowz, they should not be even possible to place on a Battlez map. (Yes, humans would not find them any sort of challenge, but so far even the multiplayers have only managed three humans, so the poor AI is at a decided handicap when Arrowz exist.
It should be possible (maybe it is, but no one knows how to do it) to specify that player X be prevented from removing obstacles around hir own Fort. I noticed in my limitted play that 'AI's will happily break Brickz/Rockz 'guarding' the approach to their own Fort. Designer's fault ... or the game engine's fault?
If Battlez were designed without InGameIcons, as I mention above, it would also be easier to create "View the map!" images.
I expect comments on my view of Battlez ... but perhaps my idea of Battle design will be considered in the future.
We design Custom Battlez in a similar way to the original Gruntz maps. Each player gets a balanced start and there are other things hidden in rockz and moundz that can be used by anyone who dares to take them. I think it's fair for a map to have non-random means of getting equipment other than the Gruntz Machine, it makes the game more balanced.
We also already played games as 4 players, there is at least one statz page that shows such a situation.
I wouldn't bother with the AI when designing future Battlez, other than making sure they are able to conquer fortz at all, because it is so limited that it can only react to the simplest base defenses. There are only 2 logicz that change their behavior, Waypointz and Guardpointz, and a person who designed a Battle will know that you can't do much with them.
In my opinion, we already have enough simple (and empty) maps, it would be nice to have something interesting to play in multiplayer now.
@edit: I'm glad that my message was finally read and things moved forward on the forum. Now only "The Smallest Puzzle" is waiting for release, though moving it to the right board is basically all that's left.
Last Edit: Jul 17, 2018 3:24:46 GMT -8 by swietymiki