Multiplayer map concepts
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Multiplayer map concepts
I am making a list of map concepts that a map could be made from. I have one concept to start the list. Feel free to post new ones.
1. 2v2. Four chambers, each on one corner of the map. Main fighting is in the center. Teammates are on opposite corners. Taking control of the center will separate your enemies.
2. All villages are in a hard-to-reach area.
3. Castles are inside, and everything else is outside.
1. 2v2. Four chambers, each on one corner of the map. Main fighting is in the center. Teammates are on opposite corners. Taking control of the center will separate your enemies.
2. All villages are in a hard-to-reach area.
3. Castles are inside, and everything else is outside.
Last edited by eyu100 on March 21st, 2007, 12:33 am, edited 3 times in total.
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(very) rough concept map
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(very) rough concept map
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- Inactive Developer
- Posts: 521
- Joined: October 27th, 2005, 5:30 am
- Location: St. Paul, Minnesota, USA, Earth
In that case, I have an idea for a map.eyu100 wrote:This thread is for suggesting map concepts for mapmakers who don't have any ideas.
What if all of the villages were in a hard to reach area in the center that would force the players to travel through terrain they move slowly on or have bad defense on? (such as shallow water, desert, or snow)
(rough draft)
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How bout drake advantage?Null wrote:In that case, I have an idea for a map.eyu100 wrote:This thread is for suggesting map concepts for mapmakers who don't have any ideas.
What if all of the villages were in a hard to reach area in the center that would force the players to travel through terrain they move slowly on or have bad defense on? (such as shallow water, desert, or snow)
(rough draft)
Last edited by Konrad II on March 20th, 2007, 5:34 pm, edited 1 time in total.
If you're interested in different map concepts, then do take into account the fact that you can make a map/scenario have arbitrary objectives, instead of always only having the usual "defeat enemy leaders". You can have the same objectives for everyone (control majority of villages, gather x gold, be first to defeat the AI yeti, whatever) or asymmetrical objectives (one side attacks from a better position and the other must hold out until the end of turns, for example, or one side has to escort a fragile unit from point a to point b while the other side tries to prevent it, or whatever).
Random Tiled Maps
Exactly - see Borderland Wars. I do get the impression that people are quite happy with the same 'defeat enemy leaders' gameplay over and over, though, and reluctant to try the different and the unknown.zookeeper wrote:If you're interested in different map concepts, then do take into account the fact that you can make a map/scenario have arbitrary objectives, instead of always only having the usual "defeat enemy leaders".
Try some Multiplayer Scenarios / Campaigns
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A concept map for the third idea.
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A concept map for the third idea.
- F8 Binds...
- Saurian Cartographer
- Posts: 622
- Joined: November 26th, 2006, 3:13 pm
- Location: Mid-Western United States
As for your concept with the four empty spaces, I created a similar map HERE.
http://www.wesnoth.org/forum/viewtopic.php?t=15706
http://www.wesnoth.org/forum/viewtopic.php?t=15706
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
I am the lone revenant of the n3t clan.
I like the idea of this thread.
Earlier, I introduced the following map concept.
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Earlier, I introduced the following map concept.
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