The Multiplayer Map Reader's Digest

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

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Agent Jack Bauer
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Post by Agent Jack Bauer »

http://star.walagata.com/w/paterson/november25sullas


Listen very carefully to what I'm about to say to you. This is a radical revision of the 1v1 "Sulla's Ruins". There is an impassible mountain where the statue will be (in the release), so do not save this under the same name as the version that came with the game. I've killed men for less.
JB: You don't have any more information, do you, Nina?
NM: Yes I do.
JB: No, you don't.

*BLAU!*
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Doc Paterson
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Post by Doc Paterson »

Some small adjustments to Morituri.

http://star.walagata.com/w/paterson/novembermorituri
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Doc Paterson
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Post by Doc Paterson »

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Last edited by Doc Paterson on November 30th, 2006, 9:47 pm, edited 2 times in total.
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turin
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Post by turin »

This might be a stupid question, but I'll ask it anyway.

Doc, is there a reason you aren't using the [map] tag to post these updates?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
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Doc Paterson
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Post by Doc Paterson »

turin wrote:This might be a stupid question, but I'll ask it anyway.

Doc, is there a reason you aren't using the [map] tag to post these updates?
Mainly because I find the visual rather unsightly. Perhaps the display is not the same on all computers- For the time being, it's sort of a preference thing.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Doc Paterson
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Post by Doc Paterson »

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I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Doc Paterson
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Post by Doc Paterson »

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 /
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Doc Paterson
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Post by Doc Paterson »

A few small changes to the most recent (1.2) Blitz.

http://star.walagata.com/w/paterson/december25blitz
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Doc Paterson
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Post by Doc Paterson »

This newest Blitz revision does away with one-turn (waterunit) transport between water villages. It wasn't at all unbalanced in my opinion, but it was, more than anything, an unpleasant drag. This revision reinforces one of the goals of the previous, which was insuring that units on the center island couldn't avoid combat with water units (somewhat of an anti-flying unit measure). The island is a bit more diverse now, and should make play in that area more interesting.

http://star.walagata.com/w/paterson/january20blitz.txt
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I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Doc Paterson
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Post by Doc Paterson »

Here's a preview of the upcoming 4 player Hamlets:

http://star.walagata.com/w/paterson/feb ... 4p_Hamlets

Be sure to do 1221 and set each player's starting gold to 75, as this is only the raw map file.
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I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Doc Paterson
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Post by Doc Paterson »

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
R121
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Post by R121 »

Possible imbalance on Castle Hopping:

This map isn't fairly playable on random. The problem relates to the distance for leaders to reach the center keeps and the huge advantage the first player can get.

If player 1 has a leader with 6 movement, he can reach the island keep on his second turn. If the opposing team only has leaders with 5 movement, they will be 2 turns behind player 1 on reaching the island. By then, all the center villages are taken as well as the defensible terrain. If player 3 is a lawful faction and player 1 is chaotic, then it's complete disaster, as night comes just when battle is joined, with player 1 having a huge economic advantage and the good terrain.

Furthermore, if player 1 is good, he'll also have a scout on the southern water village. This means player 3 will have to leave at least one unit behind on the southwest coast to prevent the scout from taking all his villages, giving player 1 an even greater advantage on the island.

The only reasonable strategy on the map is to choose a leader with 6 movement (or at least one leader on your team with 6 movement; perhaps the other could get away without it).

My proposed solution would be to change the distance from the starting location to the center keeps to 10 hexes from twelve, such that 5 movement leaders can reach it on turn 2. Leaders with 4 movement are still screwed, though.
Imp
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Post by Imp »

I noticed that too, R121. The game always seems incredibly easy when I get a 6 MP leader and the other side has none.
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Doc Paterson
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Post by Doc Paterson »

Imp wrote:I noticed that too, R121. The game always seems incredibly easy when I get a 6 MP leader and the other side has none.
That map's basically been under Bec's supervision ever since he did a major revision of it, but I'll take a look at it, as that sounds like a reasonable concern.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
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Doc Paterson
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Post by Doc Paterson »

Just wanted to let you all know that I'm working on this. The problem is easily solveable for every leader but the Drake Warrior, given that we're cutting the Shocktrooper from random leader selection.

Hopefully, I'll have a decent draft soon, which I'll post up.
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
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