Battle of Encirclement

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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CaptainChaos
Posts: 10
Joined: March 2nd, 2007, 9:15 am
Location: Bavaria

Battle of Encirclement

Post by CaptainChaos »

Hello there. I and two friends made a multiplayer map, where we in the following took up arms against five computer-player allied to each other.
Target was the creation of a versatile, challenging map, which doesn't leaves the player(s) with simply barricade himself until his superior units sweep away the enemy. However we tried to implement lots of tactical positions, and so to seperate the map into certain zones of control.

We have reached by now turn 41 and are still struggling very hard, even by having a kill to loss proportion of 3:1 (which isn't difficult against the ai). If you like to use it somewhere, feel free to do so. :D
Critic is also allowed, of course...

You have to look at it in the game. It's too big, to recognize the details here. Player 1-3 fight together, vs. the rest.

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[/map]
Jodwin
Posts: 82
Joined: April 26th, 2005, 2:04 am
Location: Suomi Finland Perkele

Post by Jodwin »

Looks pretty cool and fun; I definitely have to give it a go. :)
CaptainChaos
Posts: 10
Joined: March 2nd, 2007, 9:15 am
Location: Bavaria

Post by CaptainChaos »

Hehe, thanks.
We are going to finish the battle and then take a look to those areas where the action has passed by and redesign them.

I like especialy, that its so versatile and that it is not symetric. I almost think, any faction can take advantage of the terrain.
However, I have read many post, where huge games like this are regarded rather bad. And I understand why. At least by playing player vs. player it takes bloody ages.

But I liked the campaign "under the burning suns" with its large scenarios.
So if anyone has proposals or a request how it could be altered to serve other team-combinations or even in a campaign, then tell me (and feel free to use it).
eyu100
Posts: 150
Joined: August 1st, 2006, 6:03 pm

Post by eyu100 »

Interesting...
Clonkinator
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Joined: July 20th, 2006, 4:45 pm
Location: Germany

Post by Clonkinator »

Huge... But not bad. Looks nice. Good job.
eyu100
Posts: 150
Joined: August 1st, 2006, 6:03 pm

Post by eyu100 »

Well, I played a game with Dret and fyt. I lost connection, but I think I know the optimal faction combination: player 1 is Drakes (for the swamp), player 2 is Knalgans (the mountains and the swamp), and player 3 is Undead (for the Drakes+Undead combo).
Raemon
Posts: 94
Joined: December 16th, 2006, 12:00 am

Post by Raemon »

I think we got it the first time, eyu. :wink:
Weeksy
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Joined: January 29th, 2007, 1:05 am
Location: Oregon

Post by Weeksy »

I haven't tested this, but I think side 5 would be very underbalanced if it were knalgans, as the AI an do very worthless things sometimes... Player 7 sould also be a bad place for rebels, I might give them a small castle around 12,50...
Last edited by Weeksy on June 10th, 2007, 7:50 pm, edited 1 time in total.
If enough people bang their heads against a brick wall, The brick wall will fall down
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Ken_Oh
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Post by Ken_Oh »

CaptainChaos, you have the exact same line of thought that I have. Large maps that have an epic feel are much more entertaining to me than campaigns.

In short: I love it.
CaptainChaos
Posts: 10
Joined: March 2nd, 2007, 9:15 am
Location: Bavaria

Post by CaptainChaos »

Thanks, but to be honest, when after building that map I started multiplayer on the web, I always chose small quick maps.
However, those bloody-ages-epic-battles are fun on LAN, when saving and re-gathering all mates lets say two weeks later is no problem.
But the originate intension is, to use it in an campain, like it is made in "under the burning suns (?)". There many scenarios often changed the objective and thus have been little boring.
I would like to see the likes in this map. (you are welcome to alter it at your needs)
eyu100
Posts: 150
Joined: August 1st, 2006, 6:03 pm

Post by eyu100 »

This does look like a very "offensive" map...
Troy
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Contact:

Post by Troy »

I don't want to be p2, then I have no chance.
well, all for the better good than for the bad good.

new forum
Na'enthos
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Joined: June 13th, 2004, 8:02 pm
Location: Netherlands

Post by Na'enthos »

eyu100 wrote:This does look like a very "offensive" map...
Think it's meant to be. Lots of AI, the players really close together in the middle. You can't just sit and wait for them to come, but you have to take out a few at least to be able to weaken the opposition and to strengthen the palyers' income base.

Hmm. AI four seems easiet to take out but the line will be stretched then. Perhaps it's better to take out 6 and 7 first. Well, seems like an interesting map, anyway.
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CaptainChaos
Posts: 10
Joined: March 2nd, 2007, 9:15 am
Location: Bavaria

Post by CaptainChaos »

Think it's meant to be. Lots of AI, the players really close together in the middle. You can't just sit and wait for them to come, but you have to take out a few at least to be able to weaken the opposition and to strengthen the palyers' income base.
Exactly!
We killed AI5 first. Then it was over. When we had his villages, human tactics proved the superior. But nearly until the end I could not take foot out of the north cave entrance. AI6 besieged it relentlessly.
Alks
Posts: 314
Joined: December 4th, 2005, 11:53 pm
Location: Poland

Post by Alks »

Wonderful.
Took me some time, and yet I'll play it few times more. More such gifts for single-players.
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