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Chambers (4P FFA)

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Aethaeryn
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Posts: 1553
Joined: September 15th, 2007, 10:21 pm
Location: Baltimore, Maryland, USA

Chambers (4P FFA)

Post by Aethaeryn »

This is my latest attempt at an MP map, and seems to be more playable than the others I made.

This map is designed for 75 starting gold, 3 gold per village, and optional shroud. The terrain has been tweaked based on one game test but probably needs more work (esp. with forests).

The map is designed for a 4P FFA but a pair of teams probably works fine as well. A fun and challenging variation is to play on a team with the person across from you.

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Caeb
Posts: 68
Joined: September 11th, 2007, 2:02 am

Post by Caeb »

drakes have an advantage in movement over the shallow water between the chambers, first player can secure an early gold advantage at the corner water villages with bats, gryphons, and gliders, and knalgans can effectively block out any chamber with a bit of time, among other things... interesting concept, but may need a larger map and more terrain variation for better balance...
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Aethaeryn
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Posts: 1553
Joined: September 15th, 2007, 10:21 pm
Location: Baltimore, Maryland, USA

Post by Aethaeryn »

Caeb wrote:drakes have an advantage in movement over the shallow water between the chambers, first player can secure an early gold advantage at the corner water villages with bats, gryphons, and gliders, and knalgans can effectively block out any chamber with a bit of time, among other things... interesting concept, but may need a larger map and more terrain variation for better balance...
Drakes may be able to get it quicker, but they cannot hold it quicker due to the shallow water ruining their defense. I may replace the forest in the corner squares with some mushroom grove to ruin the flyers (and stop elves from turtling) and respread some forest to address your concerns though. I find that from playing this game, good enough players will put too much pressure to actually turtle in it - it took about 36 turns and everyone was on the offensive the whole time. If you go on the defensive, you lose a gold advantage and have unfavorable positions.
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DDR
Posts: 556
Joined: March 23rd, 2007, 4:56 pm
Location: Kamloops, Canada
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Great Map for 2 Northerners, 1 Undead, 1 Dwarf.

Post by DDR »

I have tested Aethaeryn's Chambers, and I find it to be quite balanced for the factions played. There are slight variations from the map above, which should be an improvement on this one. The walls lead to more defensive play, but do not cramp the user. Blockades are nigh impossible with the recommended starting funds (75g), but as is demonstrated in the replay you can slow an enemy down for a crucial few turns. The map is well balanced play-wise, with combat occurring in almost every sector. The replay is incredible too, two sides making incredible comebacks in a ~30 turn long game!

***** 8)
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Aethaeryns_Chambers_replay.zip
An exciting and informative replay of Aethaeryn's Chambers.
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