A Map, 4p - Fabulous Valley
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A Map, 4p - Fabulous Valley
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This is my first map. What do you think?
I played it a few times on the serever and people seem to like it, so i came here for contribution.
I'm not sure if the water villages give to much advantage to factions with water units and it would be better, to put them on grass.
I added the keep in the middle to recruit after some people mentioned, they like their kings fighting for a possibility to recruit.
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mm3CCFifEhhHfFcciciFiiCC2Hm
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[/map]
This is my first map. What do you think?
I played it a few times on the serever and people seem to like it, so i came here for contribution.
I'm not sure if the water villages give to much advantage to factions with water units and it would be better, to put them on grass.
I added the keep in the middle to recruit after some people mentioned, they like their kings fighting for a possibility to recruit.
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It looks pretty decent, but I do see a few issues.
-Many hills. This might give favor to Northerners/Knalgans.
-The center of the map is very tree-bare. Rebels may have difficulty holding onto the center (except for merman hunters)
-There is no direct water route between the bases and the central river. Considering that middle base is submerged, some access routes for mermen/nagas might be necessary.
Lastly, a question; is this map designed for FFA or 2v2? If 2v2, what are the teams?
-Many hills. This might give favor to Northerners/Knalgans.
-The center of the map is very tree-bare. Rebels may have difficulty holding onto the center (except for merman hunters)
-There is no direct water route between the bases and the central river. Considering that middle base is submerged, some access routes for mermen/nagas might be necessary.
Lastly, a question; is this map designed for FFA or 2v2? If 2v2, what are the teams?
What if nobody ever asked "What if?"
FleshPeeler . . . Editting 5 times per every 1 post.
FleshPeeler . . . Editting 5 times per every 1 post.
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It is for 2v2, so team 1 is player 1 and 4
A little less mountains is easy to make, but it is a valley, so i need at least surrounding mountains.
I think, no direct routes to the middle balances the advantage of factions with water units.-There is no direct water route between the bases and the central river. Considering that middle base is submerged, some access routes for mermen/nagas might be necessary.
A little less mountains is easy to make, but it is a valley, so i need at least surrounding mountains.
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I'm sorry, but I can't resist asking:
Shouldn't "Fabulous Valley" have a disco in the center?
Shouldn't "Fabulous Valley" have a disco in the center?
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
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Nice volcanoes!
I don't see any major problems here. Maybe you have penalized the water units too much by making them crawl across all that grassland?
Another thing... it looks like the large mountain ranges near the volcanoes could give Loyalists trouble. A well-placed grasslands/roads cutting into the mountains could keep them from getting out-maneuvered.
I don't see any major problems here. Maybe you have penalized the water units too much by making them crawl across all that grassland?
Another thing... it looks like the large mountain ranges near the volcanoes could give Loyalists trouble. A well-placed grasslands/roads cutting into the mountains could keep them from getting out-maneuvered.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Sentiments shared, but the part I bolded is my biggest qualm. You're imposing a balance against water units when the factions are already balanced against them. Undead have Ghosts, Knalgans have Gryphons, Drakes can fly over just about anything. All it would take to cut off sea power is a few well-placed scout units.Sapient wrote:Nice volcanoes!
I don't see any major problems here. Maybe you have penalized the water units too much by making them crawl across all that grassland?
Another thing... it looks like the large mountain ranges near the volcanoes could give Loyalists trouble. A well-placed grasslands/roads cutting into the mountains could keep them from getting out-maneuvered.
What if nobody ever asked "What if?"
FleshPeeler . . . Editting 5 times per every 1 post.
FleshPeeler . . . Editting 5 times per every 1 post.
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Thanks to all! I tried to pick up some of your thoughts, and that's the result:
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I cut the large mountains with grass.
Also made the brook easily accessable from all sides.
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[/map]
I cut the large mountains with grass.
Also made the brook easily accessable from all sides.
I like it alot. The terrain is all sensibly placed and seems fairly balanced.
I'm not very experienced with map development, but I don't quite know about the villages in the center. It seems like the first player to move would always get them, and thus be at a great advantage, since with those villages you can easily take the keep when your leader gets there. Perhaps if you moved the villages a square or two away from the castle.
I'm not very experienced with map development, but I don't quite know about the villages in the center. It seems like the first player to move would always get them, and thus be at a great advantage, since with those villages you can easily take the keep when your leader gets there. Perhaps if you moved the villages a square or two away from the castle.
egbert - a quick naga on P1 would have trouble pulling that off, since P2 is on the opposing team. You could have a point, but it's hard for me to say without testing it though.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."