2p - Inland Lake
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2p - Inland Lake
Hi, i require some human player testing on V3 and V2V5 of Inland Lake map.
Have made another 2v2 map named Volcano Bay, find it below and please on that too.
Incase you dont know what do: download and place the .cfg into userdata/editor/scenarios directory, then find it ingame under "user scenarios" at game creation screen.
V1 is how it initially started as,
V2 is what it became within a few hours,
V3 is same as V2 but has extra 2 village per player.
Have made another 2v2 map named Volcano Bay, find it below and please on that too.
Incase you dont know what do: download and place the .cfg into userdata/editor/scenarios directory, then find it ingame under "user scenarios" at game creation screen.
V1 is how it initially started as,
V2 is what it became within a few hours,
V3 is same as V2 but has extra 2 village per player.
Last edited by Eagle_11 on April 9th, 2016, 12:48 pm, edited 2 times in total.
Re: 2p - Inland Lake
And here the missing screenshot of V2 because 5 upload limit.
Re: 2p - Inland Lake
It looks like you have some obvious first player village steals. Also, that central area will make drakes a pain.
I actually kind of like the shape of the fronts on this one. Once the 1st player advantage stuff is cleaned up this might be pretty fun.
EDIT: On a second look, although the fronts have an interesting shape, they are all very cramped especially for non-drakes.
I actually kind of like the shape of the fronts on this one. Once the 1st player advantage stuff is cleaned up this might be pretty fun.
EDIT: On a second look, although the fronts have an interesting shape, they are all very cramped especially for non-drakes.
"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: 2p - Inland Lake
V4 - Have tried to expand the flanks, moved entire castle one hex rear in an attempt to fix the turn 1 village grab without expanding the map, having failed that:
V5 - Have expanded the map, made sure no outer flank or central lakeside village can be reached by an quick bat or glider at the first turn, moved castles back in place, filled in the center of lake so there is an isle allowing to reach the other shore.
Expanded the rear half-cave to be an backdoor tunnel going along the map edge horizontally, applied underground ToD inside, also popped an extra village into the middle of it.
Is there a need to give the second player a couple villages capped at the start ?
V5 - Have expanded the map, made sure no outer flank or central lakeside village can be reached by an quick bat or glider at the first turn, moved castles back in place, filled in the center of lake so there is an isle allowing to reach the other shore.
Expanded the rear half-cave to be an backdoor tunnel going along the map edge horizontally, applied underground ToD inside, also popped an extra village into the middle of it.
Is there a need to give the second player a couple villages capped at the start ?
4p - Crossroad
Converted this from Barrow Hills map in 2p Campaign addon.
Mapping Rampage!
Brought you some screenshots of new stuff.