1v1 only map? questions within...
Alright, so I'm throwing together a draft of a new map which I'd like to make a 1v1 only map. All of the territories will be coded neutral save for two, so users couldn't start a 3+ player game on the map if they wanted to. The theme of the map will be revealed in good time.
Thing is, I don't play much 1v1. I think it's a pretty bad format, in large part because CC maps aren't set up to provide even starts. I would venture to guess that at least two thirds of 1v1 games are won by the player who goes first, so before anybody takes a turn you can put money on the outcome.
My questions, for those of you who play a lot of 1v1, are as follows:
• Assuming you and your opponent each only started with one territory and the rest are neutral, how many territories should the map have? To small and it's just a dice-fest, too large and you're slogging through a sea of neutrals.
• What features would soften the blow of going second?
• Should it be set up to be a slow building map, or should a direct confrontation come quickly?
• Victory condition, or just play for an elimination?
I've had in mind creating a map that is somewhere between 15-20 territories, gives bonuses for every neutral territory you control (to discourage a player from just sitting on his hands), and has an oasis-like "dead zone" between the player starting positions that makes a player think twice before crossing.
Thing is, I don't play much 1v1. I think it's a pretty bad format, in large part because CC maps aren't set up to provide even starts. I would venture to guess that at least two thirds of 1v1 games are won by the player who goes first, so before anybody takes a turn you can put money on the outcome.
My questions, for those of you who play a lot of 1v1, are as follows:
• Assuming you and your opponent each only started with one territory and the rest are neutral, how many territories should the map have? To small and it's just a dice-fest, too large and you're slogging through a sea of neutrals.
• What features would soften the blow of going second?
• Should it be set up to be a slow building map, or should a direct confrontation come quickly?
• Victory condition, or just play for an elimination?
I've had in mind creating a map that is somewhere between 15-20 territories, gives bonuses for every neutral territory you control (to discourage a player from just sitting on his hands), and has an oasis-like "dead zone" between the player starting positions that makes a player think twice before crossing.