The frontdoor approach on Crucible has too many towers for the size of the map, especially in front of the gold mine flags. What you get between evenly matched teams is a standoff which can only be broken after a long grind or backdoor warping. I would either remove the two archer towers in front of the goldmine or move them back slightly to the flag so that a force attacking doesn't get tagged by 4 towers at once.
Thanks, Kestrel
I respectfully disagree. I have won many times with no need for backdoor tele-attacks.
I agree with Ke5strel's anaylsis and suggestion.
Trigeminal - you would benefit from posting actual counter arguments.
There's no respect in your anecdotal evidence.
You both are correct. You can win the map without backdorr warping, but it takes much longer than it should for such a small map. There are so many ranks of towers to destroy to get to the enemy base, it makes for a long game.
Don't know what you want me to say. I thought his contention was it is hard to win without backdooring. I have been in a number of matches recently, on last night where I didn't use any backdooring and won. In fact I don't normally by teleport items and I fare just fine on this map. To me this map is a bit different in that it really requires you to use your creep as the wave to push with. You have to move with them and take out the enemy creep and then push. This map because of its single lane to me is very uniqu and interesting in its mechanic. There are fewer options and it requires really honing a strategy. It is the idealization of what Ke5trel said in another post:
Let's start at the beginning. Ignore the castle, the towers, the grunts, and the demigods for a moment and just picture two rivers. Each river flows from its origin until it hits the other river's current. When the rivers meet they negate each other.
------->I<-------
Windowdressing aside, that is all Demigod is about. Two rivers of mobile units or "grunts," one dark current and one light, flowing from their respective wellspring to meet in the middle of the map. All things being equal they will cancel each other out forever.
This is where you come in. Ideally, your Demigod uses its abilities and vast power to shift the balance of power until the enemy citadel is crushed. It can do this in several ways.
This is an amazing quote and should be the forward to the manul in my opinion. It really gets at what this game is, the beauty of it and the power you have as a demigod.
But.. There are other maps to play.
Seems to me it's the map for people that like turtle, and want it to stalemate until catapultasaurs come in.
If you like the map so much except for that, though, you could lower tower health in options.
Sorry for the confusion. Winning on Crucible is possible without backdoor, absolutely. I don't like playing 1 v 1 or 2 v 2 against a team that I know will give me a fight on Crucible though, because the game will take 10-20 minutes longer than it would on Prison because that one 4 tower wall is a bottleneck it's hard to get past even when you have catas.
I have found myself on the winning team a few times but stuck at that spot, because even though my team is higher level, our grunts are higher level, and we have flag control the other side has upgraded tower health and damage enough to hold us off.
I like the map alot, it's elegantly asymmetrical, I just think that line of four towers needs a slight adjustment so that they can't all bring power to bear at once.
Have you tried it on other gamemodes?
Maybe on slaughter and conquest they should be reduced, but kept the same on fortress and domination.
On some maps the tower layout changes considerably with the gamemode, if i'm not mistaken.. Or maybe I'm imagining things.
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