xbriannova's multiplayer maps
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- xbriannova
- Posts: 237
- Joined: August 2nd, 2009, 2:51 am
xbriannova's multiplayer maps
Hi guys, for many days now I've been trying my hand at multiplayer maps and I've managed to make a few, tested one on multiplayer server. I just thought that I'd want opinions from the forum... and... I'll just post screenshots here to let you guys see what I've been working on. Tell me what you guys think!
My first multiplayer map. Second version. It was supposed to simulate an event when 2 sides vying for the possession of a castle city. Fighting takes place mainly within castle walls, but naval battles could ensue should one side or the other lust for the Mermen villages in the moats. I try to balance the presence of all tiles, which is hopefully balanced enough.
Another multiplayer map I made with an interesting concept I thought of... I was inspired by a certain bible quote hehe. 10 cents for the person who could quote it , because I forgot how it goes . Anyway, the general design is supposed to give the impression that the players are within a large valley, which also happens to be split between two warring states/countries, as indicated by the fortifications. As usual, I tried to balance this map.
One unusual and probably not recommended technique I used in this map is the practice of putting a 'skybox' (in fps terms, a world outside the game world) or 'landscape' (I invented this term to suit this context better, has same meaning as skybox). I don't know if it looks any better this way. I wanted to impress on the players more that they are fighting in a valley, and that their battle is one of many battles ongoing/to come. This is also inspired by the predicament surrounding the 38th parallel between North and South Korea.
Thoughts and opinions guys? Any would be welcome .
My first multiplayer map. Second version. It was supposed to simulate an event when 2 sides vying for the possession of a castle city. Fighting takes place mainly within castle walls, but naval battles could ensue should one side or the other lust for the Mermen villages in the moats. I try to balance the presence of all tiles, which is hopefully balanced enough.
Another multiplayer map I made with an interesting concept I thought of... I was inspired by a certain bible quote hehe. 10 cents for the person who could quote it , because I forgot how it goes . Anyway, the general design is supposed to give the impression that the players are within a large valley, which also happens to be split between two warring states/countries, as indicated by the fortifications. As usual, I tried to balance this map.
One unusual and probably not recommended technique I used in this map is the practice of putting a 'skybox' (in fps terms, a world outside the game world) or 'landscape' (I invented this term to suit this context better, has same meaning as skybox). I don't know if it looks any better this way. I wanted to impress on the players more that they are fighting in a valley, and that their battle is one of many battles ongoing/to come. This is also inspired by the predicament surrounding the 38th parallel between North and South Korea.
Thoughts and opinions guys? Any would be welcome .
Current Projects:
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
Re: xbriannova's multiplayer maps
Balancing a map is not about balancing the presence of tiles.
Designing a map to simulate a stalemate sounds like asking for trouble to me. Also I would not want to play against drakes on that second map, and I wouldn't want to play as loyalists.
The first one might work by virtue of being a 2vs2, but I'd need to play it and I'm a little dubious (The edge looks like a great place for drakes to abuse).
Designing a map to simulate a stalemate sounds like asking for trouble to me. Also I would not want to play against drakes on that second map, and I wouldn't want to play as loyalists.
The first one might work by virtue of being a 2vs2, but I'd need to play it and I'm a little dubious (The edge looks like a great place for drakes to abuse).
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: xbriannova's multiplayer maps
Use impassible mountains, not void, on the second one. Flying units can cross that, and aesthetically, it looks terrible. Impassible mountains block all units and look better.
- xbriannova
- Posts: 237
- Joined: August 2nd, 2009, 2:51 am
Re: xbriannova's multiplayer maps
Or do you mean... Not just about balancing the presence of tiles? I know what you mean- and I'll have to explore just what is it that makes multiplayer maps perfect .Balancing a map is not about balancing the presence of tiles.
Hmm... Stalemate? That never occurred to me. Both maps doesn't really encourage stalemate. There's always plenty of villages up for grabs in both maps.Designing a map to simulate a stalemate sounds like asking for trouble to me.
Oh dear I forgot about the drakes... Back to the drawing board... As for Loyalists, there's more than enough space for them to defend in. But then again, I might be wrong. I gotta probe the map for errors then.Also I would not want to play against drakes on that second map, and I wouldn't want to play as loyalists.
Again, I forgot about the drakes... But... I'm not sure if it's a great idea tactically to move Drakes over to the edges because you'd then have one less unit to fight within the castle. You could launch surprise attacks using Gliders, but that'd actually be interesting as few other maps would let you do so . Its up to the player's judgement to avoid being caught by surprise.The first one might work by virtue of being a 2vs2, but I'd need to play it and I'm a little dubious (The edge looks like a great place for drakes to abuse).
Oh... I didn't know that! Aren't void supposed to be impassable for all units? I guess I'd have to test it out. Using impassible mountains might be tough, as... its a valley... but I'll think of something Thanks.Use impassible mountains, not void, on the second one. Flying units can cross that, and aesthetically, it looks terrible. Impassible mountains block all units and look better.
Current Projects:
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
Re: xbriannova's multiplayer maps
ghosts and bats and any other flying unit can normally do over void terrain unless you give it the overlay of impassable.
coded Rebellion During the Dark Age
Currently working on:
Era of the Future
Currently working on:
Era of the Future
- xbriannova
- Posts: 237
- Joined: August 2nd, 2009, 2:51 am
Re: xbriannova's multiplayer maps
Hmm... If I use impassable, it won't look any nice. If I use Impassable mountains, it won't look nice either. Oh God, what do I do!
Thanks for the ingenious suggestion .
Thanks for the ingenious suggestion .
Current Projects:
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
Re: xbriannova's multiplayer maps
putting villages next to mountains is generally considered a bad idea because it overpowers dwarves.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
- xbriannova
- Posts: 237
- Joined: August 2nd, 2009, 2:51 am
Re: xbriannova's multiplayer maps
Okay... I didn't know that. I'll try putting a hill there then. Thanks
Current Projects:
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
Re: xbriannova's multiplayer maps
Um, bats drakes and ghosts can't move over void , void(impassable) and impassable terrain(like flatland(impassable)), I think.Huston wrote:ghosts and bats and any other flying unit can normally do over void terrain unless you give it the overlay of impassable.
kobe
- xbriannova
- Posts: 237
- Joined: August 2nd, 2009, 2:51 am
Re: xbriannova's multiplayer maps
After months of adjusting myself to military life, I've been plotting my return to the Wesnoth community ever since. Seeing that I couldn't seem to keep my campaign afloat before and after my enlistment, I've decided to attempt to contribute in smaller but hopefully equally welcomed ways. One way I found that requires far less of the kind of momentum I can never seem to generate would be map making. If even one of my map could make it into mainline multiplayer or become popular, I'd be glad that I've contributed something that would benefit the huge base of Wesnoth players. Here they are:
The original Lee's Castle. Don't know if it ever worked out, but it seems to play better if the the two factions of both the East and West sides are allied against each other.
Something I thought of for a long time but never really fleshed out until now. It's an experiment on how urban warfare in Wesnoth might turn out like. Tested it myself and its chaotic when the village gold is set to 2 per turn. Works better at 1 per turn. East side (p1 and p2) against West side (p3 and p4) as usual.
I don't know what overcame me when I did this. Just an inspiration that came out of the blue. One thing for sure is that this version might be a little too small. As per the theme of my maps, player 1 and 2 are allied as are player 3 and 4.
For all my maps, there's no scripts yet so the teams would need to be set manually. For Urban Cloisters the village gold has to be set manually to 1 as well.
It would be great if I get some professional opinions on them, because honestly I think my maps aren't balanced at the slightest bit
File:
The original Lee's Castle. Don't know if it ever worked out, but it seems to play better if the the two factions of both the East and West sides are allied against each other.
Something I thought of for a long time but never really fleshed out until now. It's an experiment on how urban warfare in Wesnoth might turn out like. Tested it myself and its chaotic when the village gold is set to 2 per turn. Works better at 1 per turn. East side (p1 and p2) against West side (p3 and p4) as usual.
I don't know what overcame me when I did this. Just an inspiration that came out of the blue. One thing for sure is that this version might be a little too small. As per the theme of my maps, player 1 and 2 are allied as are player 3 and 4.
For all my maps, there's no scripts yet so the teams would need to be set manually. For Urban Cloisters the village gold has to be set manually to 1 as well.
It would be great if I get some professional opinions on them, because honestly I think my maps aren't balanced at the slightest bit
File:
Current Projects:
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0
UMC Campaign Guardian Order.
Main Campaign Thread: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26895
Art Thread: http://www.wesnoth.org/forum/viewtopic. ... 28&start=0