Greetings!

I’d like to introduce you to Callum McCole. You’ll be hearing about him a lot in the coming months as I have asked him to take an ever great role in helping me on design elements of Ashes of the Singularity. He runs the popular RTS YouTube channel, General’s Gentlemen.

As an RTS player of many years, I have often lamented when game developers fail to make the most use of the RTS community when it comes to design and balance that can be helpful both for the expert players as well as newcomers. I have seen people make this wish so often that I suspect many of you will be surprised that we have fulfilled that wish.

The upcoming version 2.1 of Escalation will be the first to have the beginnings of his efforts starting with the great map rebalance.

In his own words:

Fixed Maps:

Canopus

Canopus is a 3 player map which is currently in the 1v1 map pool. It features incredibly narrow choke points with only a single path into the player's base and a small centre area with a mountain making the centre impassable. This is bad for gameplay since there’s no room for flanking or aggressive maneuvers, the game rapidly because stagnant and just about spamming defenses. The tight narrow chokepoints create problems for pathfinding and the balance is ruined by the unflankable PHC Artillery Turret.

Canopus also has a disproportionately high amount of Radioactives compared to Metal.

Changes Applied:

Create additional routes between each peninsula to allow for more strategic diversity and flanking routes

Reduced the size of the impassable terrain in the middle

Added a metal relay in the middle of the outer pathways

Old: New:

Ceres

Ceres is a great map as it is, but it suffered from not having a second set of Metal deposits near the base. Adding in additional Metal deposits makes map control more strategic, which is important for a map that is so small.

Changes Applied:

Added two metal deposits to one of the nearby empty relays

Old: New:

Deneb

Deneb is the most asymmetric map in the 1v1 map pool; while an asymetric map looks pretty and is interesting if done right, the current implementation of Deneb is imbalanced in favour of the left side due to the following issues.

The left side has an additional Metal relay Southwards expansion on the right side is hindered by Turinium Generators. The Central mountain has two attack paths onto the right side, but only one for the left.

Balance aside, Deneb has a disproportionately low amount of Radioactives compared to Metal. This limits strategic diversity and generally favours PHC who are less radioactives intensive than Substrate.

Changes Applied:

Reworked the terrain layout in order to be more symmetrical

Symmetrized the resource layout to be fair and balanced for both sides

Replaced the side Turinium Generators with Radioactives

Centralised Turinium generators to make Turinium acquisition more viable

Old: New:

Knife Fight

Knight Fight is an extremely linear map, with only a single pathway through the centre of the map from which all points are connected. This results in little strategic diversity and no room for flanking and tactical manoeuvres. Knife Fight should have additional pathways opened up along the sides with the points being connected to allow for more tactics and attack paths. The south spawn also suffers from the first two relays being further away from the Nexus than the North spawn.

Changes Applied:

Equalised the travel time from starting locations to first two resource points

Opened up an additional pathway on the sides of the map

Opened up an additional pathway on the top and bottom of the map

Connected the resources points on the sides of the map

Old: New:

Monaco

Monaco only has two pathways across the map with Starting Locations situated incredibly close to each other. This makes the map easy too easy to lock down with static defenses, while the close proximity of spawns allows for Artillery Posts to directly siege the opponent's Nexus from the safety of their own. Lastly, having two “safe” Turinium generators on each side of the middle prevents Turinium from being accumulated.

Changes Applied:

Moved player starting locations to map corners

Reshuffled some of the resource layout to replicate a more standard starting location

Created a wide Pathway in the centre of the map

Centralised all the Turinium Generators to make acquiring Turinium more viable

Old: New:

Regulus

Having only a single attack route onto the other half of the map means static defenses easily lock down and prevent any aggression, creating a long, slow grind to break through the enemy defenses with no potential for flanking. This inherently favours PHC, who have access to the Artillery post. Regulus needs additional pathways across the map to allow for more maneuvering.

Changes Applied:

Created a pathway at the top and bottom of the map with an empty relay

Moved the starting locations to map corners to account for additional pathways

Old: New:

Ulrich

Without any central Path, players can only fight each other via the sides of the map, when combined with how Ulrich is a very large map for 1v1 given its medium size, this makes the map feel very slow. Having only two attack paths on opposite ends of the map can can result in players attacking each other on opposite sides and having their armies completely avoid this other, creating a base trade situation. This is not a very fun dynamic, players should have more opportunity to move their forces around the map and be able to better respond to attacks.

Secondly, having two easily defensible Generators on each side of the map results in Turinium rarely being generated for a player.

Changes Applied:

Created a pathway between the centre of the map

The middle now only has a single centered Turinium Generator

Added Metal Deposits onto one of the empty relays near the starting locations

Old: New:

Adjusted Turinium Requirements

The Turinium Requirements in Ashes are not only vastly inconsistent, they are also too high. Almost all games will come down to annihilation of the enemy, with Turinium levels being ignored and neglected. Turinium Generators are still actively contested due to the additional resources they provide, but Turinium as a victory condition is not providing any strategic diversity and consideration from players.

I have standardised the Turinium levels on the current and future ranked maps, lowering the Turinium requirements where it is too high and making it more consistent. I used 500/750/1000 as the basis for Tiny/Small/Medium maps, but varied it slightly depending on how difficult Turinium acquisition is on those maps.

Maps: Players Size Old Turinium New Turinium Bis 4 Tiny 600 600 Frosthaven 2 Tiny 500 500 Knife Fight 2 Tiny 750 500 Kralon 2 Tiny 2000 500 Monaco 2 Tiny 1000 750 Proxima 4 Tiny 2000 600 Spica 3 Tiny 1500 600 Thuban 4 Tiny 750 600 Ceres 2 Tiny 750 500 Canopus 3 Small 1000 750 Cygnus 2 Small 1500 750 Deneb 2 Small 1500 750 Maurn 2 Small 1500 750 Pyn 2 Small 1500 600 Regulus 2 Small 1000 750 Turtuga 4 Small 1500 750 Vega 2 Small 2500 600 Rus 2 Small 1000 750 Pulaski 4 Medium 2000 1000 Ulrich 2 Medium 1000 750 Italia 2 Medium 1500 1000 Espana 2 Medium 2500 1000

New Ranked Map Pool

The following maps are suggested for the next ranked map pool, assuming that these maps are updated with the above adjustments. While this map pool has small and medium maps, it is mainly skewed towards tiny. Some players don’t like the faster pace of tiny maps, preferring the more forgiving pace of medium, but those players are more likely to be playing more casual team games instead of 1v1’s, so it wouldn’t make sense to tailor the map pool around those types of players. If Ashes had a map veto system, that would give more flexibility to add more maps of different types.

Map Size Turinium Requirements Bis Tiny 600 Ceres Tiny 500 Frosthaven Tiny 500 Knife Fight Tiny 500 Proxima Tiny 600 Spica Tiny 600 Deneb Small 750 Cygnus Small 750 Pyn Small 600 Rus Small 750 Italia Medium 1000 Espana Medium 1000

You are welcome to comment on these changes. We hope to release v2.1 quite soon.