Looking for mapmaking input
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Looking for mapmaking input
I love catching my opponents troops in ambushes, i love sneaking an assination squad up and winning totally undeserving, and its damn hard to make good maps for it:P
Sooo
Im trying to make a map whose purpose is:
-Beeing fun (ofc;)
-Allowing for prolonged fighting (aka the war is not lost even if you lose the inital battle(s) and unit lvling.
-Fog of war, leading to ambushes etc
Using the standard era
My main problems comes with the ,espesially the flying, scouting units.
Make tha map too big, and their speed becomes invaluable.
Make the map too small, and they see too much of the map, aka you can't "sneak" enough.
The only way i see to inhibit their sight is:
- Impassable terrain
- Mushrom groves (unbalacing factions a bit)
Any more ways to do it?
Sooo
Im trying to make a map whose purpose is:
-Beeing fun (ofc;)
-Allowing for prolonged fighting (aka the war is not lost even if you lose the inital battle(s) and unit lvling.
-Fog of war, leading to ambushes etc
Using the standard era
My main problems comes with the ,espesially the flying, scouting units.
Make tha map too big, and their speed becomes invaluable.
Make the map too small, and they see too much of the map, aka you can't "sneak" enough.
The only way i see to inhibit their sight is:
- Impassable terrain
- Mushrom groves (unbalacing factions a bit)
Any more ways to do it?
Re: Looking for mapmaking input
Bottlenecks and channels. Make it so the map directs most of the traffic through certain ways. But then there are other longer ways.
Then there are ways to visually make the players take certain paths.
Caves would be the easiest way to do this. Another would be mountains. You could even have a split map with one half being aboveground and the other being underground and a few holes that lead between the two.
Then there are ways to visually make the players take certain paths.
Caves would be the easiest way to do this. Another would be mountains. You could even have a split map with one half being aboveground and the other being underground and a few holes that lead between the two.
Re: Looking for mapmaking input
Stickied in this very forum http://www.wesnoth.org/forum/viewtopic.php?f=15&t=19669
However I feel I should warn you that experience has shown you need to be a somewhat decent player yourself to design a balanced map.
However I feel I should warn you that experience has shown you need to be a somewhat decent player yourself to design a balanced map.
I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
Re: Looking for mapmaking input
Thanks for the link, i would never have thought to look in the very forum i posted for something related to the very issue that i asked about .
No, its not like i would have any cognitive abilites, or gods forbid, the smarts to use them.
Sorry, just joking, but i couldn't help it, it's just the reply made me wonder what kind of questions these forums usually get (Or what kind of herbs ask them...)
Anyways, that's all the input one can get?
"Channels and caves" , is a bit too simplistic advice.
Ex: Caves would favor bats as scouts too much, and really make life hell for loyalists. We're talking mapbalance here.
No, its not like i would have any cognitive abilites, or gods forbid, the smarts to use them.
Sorry, just joking, but i couldn't help it, it's just the reply made me wonder what kind of questions these forums usually get (Or what kind of herbs ask them...)
Anyways, that's all the input one can get?
"Channels and caves" , is a bit too simplistic advice.
Ex: Caves would favor bats as scouts too much, and really make life hell for loyalists. We're talking mapbalance here.
Re: Looking for mapmaking input
The only real way to limit flying scouts is impassable terrain: cave wall and impassable mountains. The bat has a 1 MP cost everywhere except mushroom grove, and the groves tend to favor the undead anyway. The only idea I can come up with is a maze, web, or other network of paths separated by impassible terrain, but players would just post scouts at key intersections, or failing any meaningful scouting ability, they'd be poking around aimlessly in the dark, which doesn't sound like much fun.
Re: Looking for mapmaking input
Imagine some of the most obvious questions you can think of about the forums, and you will answer your own question.Cruz wrote:Sorry, just joking, but i couldn't help it, it's just the reply made me wonder what kind of questions these forums usually get (Or what kind of herbs ask them...)
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
- Pentarctagon
- Project Manager
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- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Looking for mapmaking input
if you want something to look like a cave, but have normal bonuses, then use the cave path terrain. i've made a couple maps with cave path as the flat terrain, and more than one person didn't realize that it wasn't cave floor until they actually moved.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Looking for mapmaking input
Well the map in question is this one:
TheCruzMultiMapv1.03f
A 1vs1 map of wonder, excitment and.. wonder.
Feel free to take it for a swing and post suggestions to it
TheCruzMultiMapv1.03f
A 1vs1 map of wonder, excitment and.. wonder.
Feel free to take it for a swing and post suggestions to it
- Pentarctagon
- Project Manager
- Posts: 5526
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Looking for mapmaking input
a picture of the map would also be nice, instead of just the map code.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Looking for mapmaking input
Just take it for a spin in the game:P
Re: Looking for mapmaking input
Here's a link to a updated version of the map
http://folk.uio.no/kjellwi/TheCruzMultiMapv1.04c
And a picture of it too:
http://folk.uio.no/kjellwi/TheCruzMultiMapv1.04c
And a picture of it too:
Spoiler:
- Pentarctagon
- Project Manager
- Posts: 5526
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Looking for mapmaking input
i'd say that if nothing else you should make the villages more evenly spaced out. both sides have an entire flank with either a bunch of villages or no villages at all.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Looking for mapmaking input
Sneaking in the fog in those areas is kinda the point of them, putting villages there would make them more "inhabited" and make scout units too good at village snatching
Re: Looking for mapmaking input
I have seen this somewhere else...Cruz wrote:Here's a link to a updated version of the map
http://folk.uio.no/kjellwi/TheCruzMultiMapv1.04c
And a picture of it too:
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Re: Looking for mapmaking input
Maybe you played me ingame?
I would not post a map on the forums without testing it on the servers first. Public shaming, hello
It's about eh 15th edition of it so, tuning a map is rough buisniss indeed
I would not post a map on the forums without testing it on the servers first. Public shaming, hello
It's about eh 15th edition of it so, tuning a map is rough buisniss indeed