tag:blogger.com,1999:blog-4262611208488695420.post5600661850413399861..comments2023-06-14T08:09:00.504-04:00Comments on Fourthcore Team Deathmatch: E3M2: TOWER OF BABELRosshttp://www.blogger.com/profile/08107736691449509380noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-4262611208488695420.post-72570081666474470742013-01-05T11:37:00.453-05:002013-01-05T11:37:00.453-05:00I just read the update to Diamond.
!?!?!
It'...I just read the update to Diamond.<br /><br />!?!?!<br /><br />It's an "I win" button against a heavily melee team. Maybe that's intentional, but the map is already super-ultra-polarizing against whichever team falls behind first.Angillehttps://www.blogger.com/profile/09149612803777300605noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-20836826050994882552013-01-04T11:44:33.649-05:002013-01-04T11:44:33.649-05:00Totally shoulda brought in the "Turtle" ...Totally shoulda brought in the "Turtle" for cyberdemon land, and the Diabolic Soul tiefling sorcerer for the courtyard. Hindsight is crit/crit.Angillehttps://www.blogger.com/profile/09149612803777300605noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-46422097571075091502013-01-04T11:26:05.694-05:002013-01-04T11:26:05.694-05:00Yeah I want to echo James' comments and also a...Yeah I want to echo James' comments and also add in an unexpected "bonus" that I think will present itself with this map. Many of the guys I regularly game with have (at the time of this posting) a mindset in FTDM to completely ignore the value of their dungeoneer's defenses in favor of damage output. With a map like this, which often forces a player to Run and take a steep -5 penalty to attacks, those types of low-defense characters are still very vulnerable, while dungeoneers with good defenses are pushed into the realm of near-untouchable. For example, run-charging against an AC 20 Paladin requires a weapon attack roll of about (16), give or take, to hit for most characters. And I've always wanted this map to favor Defenders, at least a little bit, so that sits pretty well with me.Fourthcore Team Deathmatchhttps://www.blogger.com/profile/06203888106962563038noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-12826748930894144242013-01-04T11:12:42.952-05:002013-01-04T11:12:42.952-05:00(odd... I thought I posted these thoughts already....<i>(odd... I thought I posted these thoughts already... oh well, type it up again, I s'pose)</i><br /><br />I believe that's actually by design. In a Fourthcore adventure, it makes great sense - the dungeoneers have to overcome the strategic hurdle of spending a whole round to get into the action.<br /><br />In Deathmatch, this makes the PowerUp squares obsessively desirable, because without contrived speed builds they're effectively unassailable by freshly respawned attackers. This isn't just a charger problem - the large amounts of blocking terrain make this an issue for ranged attackers too.<br /><br />Again, this may well be by design, but the frustration of plodding against an early tactics/luck/strategy shortfall is real.Angillehttps://www.blogger.com/profile/09149612803777300605noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-23207285829333631612013-01-03T18:56:35.899-05:002013-01-03T18:56:35.899-05:00The map is too large. Creatures can't move fro...The map is too large. Creatures can't move from the starting squares to within the courtyard unless they run, and given the hard corners, charging a creature in the courtyard also becomes impossible without running.Jon Greenhttps://www.blogger.com/profile/08380711697748427514noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-82676547240651160842012-11-21T14:16:54.849-05:002012-11-21T14:16:54.849-05:00The four PowerUp squares are NOT in the Fiery Cour...The four PowerUp squares are <b>NOT</b> in the Fiery Courtyard. They tend to create little areas of 'king of the hill' as they are the only spaces on the map not dealing automatic fire damage or subject to the Cyberdemon's attacks.Rosshttps://www.blogger.com/profile/08107736691449509380noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-27398015517466824022012-11-21T14:01:40.146-05:002012-11-21T14:01:40.146-05:00Oh, and one more I just thought of. Do Powerup squ...Oh, and one more I just thought of. Do Powerup squares inflict 10 damage, or are they not considered part of the fiery courtyard for that effect?Angillehttps://www.blogger.com/profile/09149612803777300605noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-24053529723648681512012-11-21T12:39:39.756-05:002012-11-21T12:39:39.756-05:00Good questions!
The entire map is the same elevat...Good questions!<br /><br />The entire map is the same elevation, except the blocking terrain which is considered INFINITY HIGH!<br /><br />The <b>Fiery Courtyard</b> is neither hindering nor difficult terrain. It is, however, insufferably warm.<br /><br />The squares diagonally adjacent to the Respawn Points (that look like grating on the floor) are normal terrain.<br /><br />The terrain that looks like gateways/arches are normal terrain and so do not affect with line of sight, line of effect, or movement in any way. In your example, yes, one could shoot diagonally across the map through two arches/entryways, although that kind of looks like there would be cover involved due to those hard corners.<br /><br />Speaking of which, all visual hard corners are YES tactical hard corners. One cannot walk from Square G2 to Square H3; one would have to move G2 -> H2 -> H3. <i>DEFENDERS! MEET THEM WHERE THEIR NUMBERS COUNT FOR NOTHING!</i>Rosshttps://www.blogger.com/profile/08107736691449509380noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-14918097968809877222012-11-21T11:59:55.515-05:002012-11-21T11:59:55.515-05:00I have some clarifying questions about the terrain...I have some clarifying questions about the terrain. For the most part, since the map is quadrilaterally symmetrical, these questions should apply equally to multiple positions.<br /><br />Is the entire map the same elevation?<br /><br />The Fiery Courtyard is not hindering terrain, nor is it difficult terrain, correct?<br /><br />C-3 is habitable? Conversely, C-4/D-3/D-4 are all blocking terrain?<br /><br />H-3 and I-3 block nothing? (LoS, LoE, movement, etc) That is, F-1 has LoS and LoE to P-11?<br /><br />Every hard visual corner is also a hard corner tactically, correct? For example, you cannot walk from G-2 to H-3.Angillehttps://www.blogger.com/profile/09149612803777300605noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-20978474771834377292012-02-07T09:54:54.252-05:002012-02-07T09:54:54.252-05:00Sweet Zombie Jesus! Simple, elegant, DEADLY. I lo...Sweet Zombie Jesus! Simple, elegant, DEADLY. I love it!Rwaluchowhttps://www.blogger.com/profile/01681979083809748832noreply@blogger.com