This isn’t really much of a post, but I’ve been mucking around with the DoW2 map editor to see if I can use it to work on my design chops – “Christ, another blogger and/or game tester who wants to be a game designer?” Yes. Sorry – and I figured I may as well share any results in a public forum.
One of the early things I like to do when I’m working up a map is put down power and requisition points. In fact, it’s the third thing I do, right behind placing bases and positioning victory points. However, it’s occurred to me that I don’t really know how many of each is a good balance. I suppose more points will equal more resources and a faster fight, but too many would lead to clutter and imbalance. With these concerns in mind, I decided to have a look at Relic’s official maps for the game.
The short version is that for 1v1 maps Relic likes 4 or 5 of each, usually with a bit more requisition if you don’t feel like keeping it identical; the 6 requisition points in Green Tooth Gorge are a bit of an outlier. For 2v2, they like 5 of each, maybe 6 for a crowded slugfest map (p.s. I hate you in all your evil forms, Calderis Refinery). For 3v3 Relic likes 6 of each, with 5 in a map that needs lots of room to maneuver and 7 in a really big open map or another ugly sluggathon. Ugly but complete chart of data follows:
1v1 Maps | Power | Req |
Green Tooth Gorge | 4 | 6 |
Siwal Frontier | 4 | 5 |
Calderis Refinery | 4 | 4 |
Legis High Stratum | 4 | 4 |
Leviathan Hive | 5 | 4 |
Outer Reaches | 4 | 5 |
Green Tooth Jungle | 4 | 5 |
2v2 Maps | Power | Req |
Calderis Refinery | 6 | 6 |
Medean Cliff Mines | 5 | 5 |
Golgotha Depths | 5 | 5 |
Ruins of Argus | 5 | 5 |
3v3 Maps | Power | Req |
Angel Gate | 6 | 7 |
Typhon Arena | 5 | 5 |
Argus Desert Gate | 6 | 6 |
Calderis Refinery | 6 | 6 |
Tiber Outpost | 6 | 6 |
Capital Spire | 5 | 6 |
Siccaris Plateau | 6 | 7 |
Ante Carto, Nullum Mundus
-ssr
Calderis Refinery can suck it. That map is terrible.