Post by Lap on Nov 24, 2008 23:29:47 GMT -5
All information about capture points, nodes, and uplinks are based on variant 0, which is one of many possibilities for the map. They may be different each time the map spawns. A map can have no res nodes one time and tons the other. However, the map descriptions and screenshots are useful for all variants.
Map: gm_blindfight_v1
Blindfight is a lesser known naval combat map. It's focus on submarine warfare makes it unpopular except among enthusiasts. Despite the empahsis on submarine warfare I decided to focus this map on the surface combat. Floating capture points dot the lake with only a few points actually being on shorelines. Expect to be building lots of ships. Two teams start nearer an island with a high capture point density, while the other has less resources, but more space to work with.
Map Size: Large
Suggested Teams: 3
Capture Points: 24
Resource Nodes: 0
Comm. Uplinks: 0
Map: gm_castlewarfare_fixed
Two opposing castles lie in direct proximity to each other. Using the autospawner I added a bridge to this map, but even still you need to be careful not to let your melons fall into the fissure. Even though this map is small, it can drag on for some time since breaking the fortifications is quite a task. Expect lots of close quarter combat.
Map Size: Small
Suggested Teams: 2
Capture Points: 28
Resource Nodes: 0
Comm. Uplinks: 0
Map: gm_superstruct_v2-1b
You will not find a larger land map so well suited to Warmelons. The battles on this map will truly be epic campaigns. The terrain is varied and distances are long. Capture points are rare and resource nodes need to be harvested to supplement your income. The map is very asymmetric and choosing your spawn point location will be a tough choice. Do you go for the rough and easily defended high grounds, which will impede even your own melons? Or do you go for the flatlands where movement makes you much quicker? I've seen both strategies (including a mountaintop fortress), all with mixed results.
Map Size: Large
Suggested Teams: Any
Capture Points: 28
Resource Nodes: 10
Comm. Uplinks: 0
Map: gm_wildforest_v2
Wildforest is a map where the main terrain obstacles are trees. The map centers around a lake that contains the maps only communication uplink. Battles for this uplink are common as this uplink has range of almost the entire map. I've seen many a melon accidentally drown while fighting for the uplink near the very small pier it is located on. Capture points are few and located within clusters of white trees. Harvesting is a must and resource locations lie between tree clusters, right in the open. The asymmetric nature of this map makes choosing a starting location quite difficult.
Map Size: Small-Medium
Suggested Teams: 2-4
Capture Points: 9
Resource Nodes: 11
Comm. Uplinks: 1
Map: gms_affection
The first of the Stranded maps to be reviewed, Affection promises to be a navigational challenge. The map is completely irregular and is rough on moving melons. Fighting over the top of this map is virtually guaranteed. The easy access to comm uplinks means you'll be seeing melon strikes about once a minute.
Map Size: Small
Suggested Teams: 2-4
Capture Points: 19
Resource Nodes: 0
Comm. Uplinks: 2
Map: gms_atoll_2008
The first of the island hopping maps, Atoll is a map that gives you a lot of options on how to play. Players who use a combined air, sea, and land force will certainly shine on this map. One peculiar thing about Atoll is how each starting location is unique. There are four main islands. Two of the islands each have four capture points, but are differently shaped and quite exposed. One of the islands is large, with six capture points, though further spread, and with mixed exposure (I am reminded of this being the Asia in Risk. Hard to take the whole thing, but if you do you'll likely win). The last island is the smallest, with an amazingly defensible cave, but has only two resource nodes. All players will end up fighting over the two oil rig style resource nodes and communications uplink in the middle.
Map Size: Small
Suggested Teams: 2-4 (with 3 teams leave the large island unoccupied at start)
Capture Points: 16
Resource Nodes: 2
Comm. Uplinks: 1
Map: gms_md_islandsv2
MD Islands is a map for the amphibious. Small streams make both naval and land movement cumbersome. Islands are rich in capture points, making quick conquest a must. Let me stress the need for amphibious vehicles!
Map Size: Medium-Large
Suggested Teams: Any
Capture Points: 62!
Resource Nodes: 10
Comm. Uplinks: 1
Map: gms_stream
Stream has a large waterway right through the map. This waterway has multiple resource nodes that harvester boats should make use of. Having a coastal spawnpoint or outpost really helps here. The rest of the maps are large land space covered with capture points. There are a lot of options here. You can try to control the stream and stop incursions, fly over it, or punch through it. The fog in this map is brutal and makes getting surprised a common occurrence. The fog is removed in this screenshot.
Map Size: Medium-Large (feels huge because of the fog)
Suggested Teams: 2-4
Capture Points: 36
Resource Nodes: 4
Comm. Uplinks: 2
Map: wm_castles
This is the first of the maps I am reviewing that was specifically created for WarMelons. WarMelons only maps tend to be much more straight forward than other maps. Castles are tucked into each corner in this NRG intensive map. The fight for the middle uplink is quite brutal.
Map Size: Small-Medium
Suggested Teams: 2 or 4
Capture Points: 24
Resource Nodes: 12
Comm. Uplinks: 1
Map: wm_dawn
Dawn is a two parted map with the two parts being similar in nothing more than size. One side contains a large body of water separating two shores. The resource node in the middle contains infinite resources. Going through the dark tunnels to the other side reveals a wide open play field with a combination of resource nodes capture points and an uplink.
Map Size: Small
Suggested Teams: 2 or 4
Capture Points: 16
Resource Nodes: 4
Comm. Uplinks: 1
Map: wm_desertia
Desertia is a mess of long kinked corridors. Use the gatespawner script included to spawn stargates at every pod at the edge of the maps, as well as one in the middle. This makes the map a lot more interesting and surprising, with no one able to truly stay safe and secure.
Map Size: Medium-Large (Using the gatespawner makes it “smaller”)
Suggested Teams: Any number
Capture Points:v 24
Resource Nodes: 0
Comm. Uplinks: 0
Map: wm_highlands
Only half of Highlands is actually high. The two differently elevated areas are important to consider in your start positions. The three pockets in the lower portion are close together and have access to the only communications point. The elevated two pockets are further away and isolated from expansion. Don't let those elevated players get strong fortifications at the top of the hill or you'll find your self under an avalanche of bombs.
Map Size: Medium
Suggested Teams: 2-5
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_installation
Another asymmetric map, installation is fairly straightforward.
Map Size: Medium
Suggested Teams: 2-4
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_ogulation
Ogulation is a fairly symmetric map will essentially no maneuvering room. Fight to the center and
Map Size: Small
Suggested Teams: 2-8
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_permafrost
The first of the perfectly symmetric maps to stop any whinier players from complaining. Another straightforward map.
Map Size: Medium-Large
Suggested Teams: 2-8
Capture Points: 20
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_quadulus
Another competitively symmetrical map. No tricks here. Your main concern will be protecting your harvesters from getting picked off if you can't control your portion of the middle.
Map Size: Small
Suggested Teams: 2 or 4
Capture Points: 20
Resource Nodes: 0
Comm. Uplinks: 1
Map: gm_blindfight_v1
Blindfight is a lesser known naval combat map. It's focus on submarine warfare makes it unpopular except among enthusiasts. Despite the empahsis on submarine warfare I decided to focus this map on the surface combat. Floating capture points dot the lake with only a few points actually being on shorelines. Expect to be building lots of ships. Two teams start nearer an island with a high capture point density, while the other has less resources, but more space to work with.
Map Size: Large
Suggested Teams: 3
Capture Points: 24
Resource Nodes: 0
Comm. Uplinks: 0
Map: gm_castlewarfare_fixed
Two opposing castles lie in direct proximity to each other. Using the autospawner I added a bridge to this map, but even still you need to be careful not to let your melons fall into the fissure. Even though this map is small, it can drag on for some time since breaking the fortifications is quite a task. Expect lots of close quarter combat.
Map Size: Small
Suggested Teams: 2
Capture Points: 28
Resource Nodes: 0
Comm. Uplinks: 0
Map: gm_superstruct_v2-1b
You will not find a larger land map so well suited to Warmelons. The battles on this map will truly be epic campaigns. The terrain is varied and distances are long. Capture points are rare and resource nodes need to be harvested to supplement your income. The map is very asymmetric and choosing your spawn point location will be a tough choice. Do you go for the rough and easily defended high grounds, which will impede even your own melons? Or do you go for the flatlands where movement makes you much quicker? I've seen both strategies (including a mountaintop fortress), all with mixed results.
Map Size: Large
Suggested Teams: Any
Capture Points: 28
Resource Nodes: 10
Comm. Uplinks: 0
Map: gm_wildforest_v2
Wildforest is a map where the main terrain obstacles are trees. The map centers around a lake that contains the maps only communication uplink. Battles for this uplink are common as this uplink has range of almost the entire map. I've seen many a melon accidentally drown while fighting for the uplink near the very small pier it is located on. Capture points are few and located within clusters of white trees. Harvesting is a must and resource locations lie between tree clusters, right in the open. The asymmetric nature of this map makes choosing a starting location quite difficult.
Map Size: Small-Medium
Suggested Teams: 2-4
Capture Points: 9
Resource Nodes: 11
Comm. Uplinks: 1
Map: gms_affection
The first of the Stranded maps to be reviewed, Affection promises to be a navigational challenge. The map is completely irregular and is rough on moving melons. Fighting over the top of this map is virtually guaranteed. The easy access to comm uplinks means you'll be seeing melon strikes about once a minute.
Map Size: Small
Suggested Teams: 2-4
Capture Points: 19
Resource Nodes: 0
Comm. Uplinks: 2
Map: gms_atoll_2008
The first of the island hopping maps, Atoll is a map that gives you a lot of options on how to play. Players who use a combined air, sea, and land force will certainly shine on this map. One peculiar thing about Atoll is how each starting location is unique. There are four main islands. Two of the islands each have four capture points, but are differently shaped and quite exposed. One of the islands is large, with six capture points, though further spread, and with mixed exposure (I am reminded of this being the Asia in Risk. Hard to take the whole thing, but if you do you'll likely win). The last island is the smallest, with an amazingly defensible cave, but has only two resource nodes. All players will end up fighting over the two oil rig style resource nodes and communications uplink in the middle.
Map Size: Small
Suggested Teams: 2-4 (with 3 teams leave the large island unoccupied at start)
Capture Points: 16
Resource Nodes: 2
Comm. Uplinks: 1
Map: gms_md_islandsv2
MD Islands is a map for the amphibious. Small streams make both naval and land movement cumbersome. Islands are rich in capture points, making quick conquest a must. Let me stress the need for amphibious vehicles!
Map Size: Medium-Large
Suggested Teams: Any
Capture Points: 62!
Resource Nodes: 10
Comm. Uplinks: 1
Map: gms_stream
Stream has a large waterway right through the map. This waterway has multiple resource nodes that harvester boats should make use of. Having a coastal spawnpoint or outpost really helps here. The rest of the maps are large land space covered with capture points. There are a lot of options here. You can try to control the stream and stop incursions, fly over it, or punch through it. The fog in this map is brutal and makes getting surprised a common occurrence. The fog is removed in this screenshot.
Map Size: Medium-Large (feels huge because of the fog)
Suggested Teams: 2-4
Capture Points: 36
Resource Nodes: 4
Comm. Uplinks: 2
Map: wm_castles
This is the first of the maps I am reviewing that was specifically created for WarMelons. WarMelons only maps tend to be much more straight forward than other maps. Castles are tucked into each corner in this NRG intensive map. The fight for the middle uplink is quite brutal.
Map Size: Small-Medium
Suggested Teams: 2 or 4
Capture Points: 24
Resource Nodes: 12
Comm. Uplinks: 1
Map: wm_dawn
Dawn is a two parted map with the two parts being similar in nothing more than size. One side contains a large body of water separating two shores. The resource node in the middle contains infinite resources. Going through the dark tunnels to the other side reveals a wide open play field with a combination of resource nodes capture points and an uplink.
Map Size: Small
Suggested Teams: 2 or 4
Capture Points: 16
Resource Nodes: 4
Comm. Uplinks: 1
Map: wm_desertia
Desertia is a mess of long kinked corridors. Use the gatespawner script included to spawn stargates at every pod at the edge of the maps, as well as one in the middle. This makes the map a lot more interesting and surprising, with no one able to truly stay safe and secure.
Map Size: Medium-Large (Using the gatespawner makes it “smaller”)
Suggested Teams: Any number
Capture Points:v 24
Resource Nodes: 0
Comm. Uplinks: 0
Map: wm_highlands
Only half of Highlands is actually high. The two differently elevated areas are important to consider in your start positions. The three pockets in the lower portion are close together and have access to the only communications point. The elevated two pockets are further away and isolated from expansion. Don't let those elevated players get strong fortifications at the top of the hill or you'll find your self under an avalanche of bombs.
Map Size: Medium
Suggested Teams: 2-5
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_installation
Another asymmetric map, installation is fairly straightforward.
Map Size: Medium
Suggested Teams: 2-4
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_ogulation
Ogulation is a fairly symmetric map will essentially no maneuvering room. Fight to the center and
Map Size: Small
Suggested Teams: 2-8
Capture Points: 16
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_permafrost
The first of the perfectly symmetric maps to stop any whinier players from complaining. Another straightforward map.
Map Size: Medium-Large
Suggested Teams: 2-8
Capture Points: 20
Resource Nodes: 0
Comm. Uplinks: 1
Map: wm_quadulus
Another competitively symmetrical map. No tricks here. Your main concern will be protecting your harvesters from getting picked off if you can't control your portion of the middle.
Map Size: Small
Suggested Teams: 2 or 4
Capture Points: 20
Resource Nodes: 0
Comm. Uplinks: 1