Zu made a suggestion about how it might be possible to create a game-time map of a Battlez Custom Level, and I tried it out. As you can see from the announcement post ... it worked! I do not intend to rush right out and do this for every Battlez CL ... I have plenty of projectz ahead of making one for these. But it is now proven that it is possible to make a map showing where everything is, before any Gruntz start moving around.
If anyone would like to take on the task of providing game-time mapz for Battlez, just send a Private Message to either Zu or myself (GooRoo) and we will tell you how to do it.
Post by swietymiki on Oct 15, 2018 11:10:12 GMT -8
We were once again able to play as a full team of 4 humans, however this time we convinced BattlezM to join us. Latency basically doubled (to 200ms) due to the distance from Turkey to Western USA but thanks to Gruntz' built-in network settings we managed to make the game run smoother.
Other players will probably agree that this is one of the best Battlez out there, highly resembling a Standard one by its design and amount of content. Each of the fortz is a bit different, placed asymmetrically, but generally their defenses are of similar power. Powerupz are accessible to everyone while there's a bunch of other collectibles hidden in holez and rockz (the cursez could be made easier to access though). There is plenty of space to walk around with large groups of Gruntz without having to risk losing half of them before reaching the destination. This time we didn't play with AI but I also tested the map out earlier and there is a minor issue emerging from the way paths between fortz were laid out. Two diagonal leaders meet and fight right next to the north-western fort, leading to it being the most likely to be conquered first. Computer opponents are seen capturing fortz, which is always good.