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Pasidon's Twilit Shores


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#21 Pasidon

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Posted 18 February 2016 - 01:31 PM

The crags and desolate islands aren't very hospitable for heavy construction.  The players will mostly be using the miles of open beach on the mainland for their building needs.  The players have plenty of room on these shores, though the danger of naval ambush is always a possibility.  Control of the land and sea are crucial along the beaches

 

shores.jpg
 
The entire mainland isn't just sand and rock.  Toward the center, lush jungle turf can be found and used as solid tactical ground for land units, without fear of ships at this range. 
 
shores_up_stuff.jpg


#22 NewErr

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Posted 18 February 2016 - 01:47 PM

Actually I can clear those trees with my buildings! No need to construct on beach!



#23 Pasidon

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Posted 18 February 2016 - 02:05 PM

Not if I disable them and surround them with IMPASSIBLE TERRAIN.  True cruelty.

 

But actually, 2 of the 8 players start in the jungle.  One on each team.  They don't get access to docks or shores, but have direct access to the trees and don't have to worry about enemy ships.  



#24 NewErr

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Posted 18 February 2016 - 02:12 PM

Good thinking.



#25 Pasidon

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Posted 20 February 2016 - 04:09 PM

Further up the mainland, the center of the map provides a barrier between the two teams.  It is designed as three chokes:

 

mid_thing_1.jpg
 
The dead center of the map is a very narrow choke, not designed for large numbers of units to pass through.  It's a very daring place to invade from, and can be used for many unpredictable land assaults.
 
mid_thing_2.jpg
 
The old bridge is the 2nd choke.  It's much wider than the center choke, and much more open.  Wait... I don't recognize that bridge from the World Builder object pool, Pasidon.  Which means, that bridge isn't an object at all.  How do you have a passable bit of terrain with even more terrain underneath it?  Oh.  Oh my.  You're right.  How scandalous.
 
mid_thing_3.jpg

 

The last choke is the buried temple.  It may not look it, but this choke is completely symmetrical to the old bridge.  It also taunts you with more strange witchcraft of structures passing under passable terrain.

 

The intent of these chokes is to segregate the two teams, but not entirely shut down ground combat.  It should be a fun premise since your enemy can invade from any of these three points, and vice versa.  Static defenses and a wide scope of visibility are crucial in this map.



#26 Pasidon

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Posted 22 February 2016 - 06:49 PM

These are probably the last major screen shots before THE OFFICIAL RELEASE.  Oooph.  Tasty.

 

You've seen the center of the mainland, and now it's time to see the far dividing lines.  You can plan a direct invasion from the three central chokes I showed off last time, but there are also long ways around to the enemy front.

 

side_1.jpg
 
The sunken plaza is one end of the dividing line between the two teams.  A once prominent garden is now buried under waves of sand, and is exposed to both ground and sea assaults.
 
side_2.jpg

 

The Cloven Father, the river that runs right through the northern end of the island, is the other end of the dividing line.  It's completely symmetrical to the sunken plaza, with the same pros and cons.  It's not deep enough to carry ships, but it's shallow enough for ground units to pass through without issue.

 

The rest of the features you'll have to explore for yourself upon release.  Of course I kept the best junk to myself.  



#27 Pasidon

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Posted 27 April 2016 - 11:44 PM

The 2.02 patch is OUT, which means you can enjoy some Twilit Shore mayhem with you and your friend'emies.  I'm quite pleased with the results, but you may see some more updates and changes eventually.  The scripted weather system is still something I would like to do, but the game just doesn't handle it very well.  I'll keep trying to work out the kinks with that.  

 

Mean'whilst, go play the map and check out this SMOKING hot guide to the shores before you go gung-ho.

 

http://forums.revora...es#entry1029015






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