Hellrider's maps
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Hellrider's maps
My first map, i hope you enjoy it!
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mmccrrrhrrrGGGrrrhrrrccmm[/map]
[map]WmWcWrWhWrWGWGWrWhWrWcWmW
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Last edited by Hellrider on April 2nd, 2006, 6:29 pm, edited 6 times in total.
Looks interesting...
What editor are you using? I'm going to guess the MacOS scenario editor, since its the only one I know of that butchers the transitions and such so badly...
What editor are you using? I'm going to guess the MacOS scenario editor, since its the only one I know of that butchers the transitions and such so badly...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
yes i used the scenario editor that comes with 0.9.3 for OS Xturin wrote:Looks interesting...
What editor are you using? I'm going to guess the MacOS scenario editor, since its the only one I know of that butchers the transitions and such so badly...
I forgot to say team order is 1212 and that i have tested it with AI with all factions and even loyalists or undeads are not soo disadvantaged.. Anyway comments are welcome
2nd map! Team order 121212 (3gpv) Small 3v3 map..
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Last edited by Hellrider on April 2nd, 2006, 6:30 pm, edited 5 times in total.
It looks interesting, but I think the keeps are a bit too close to each other. This map, however, would be good if a team was in the north, and the other one in the south.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
hey hellrider.
The second map is good, and has a lot of potential. Just that I find if a faction takes the village at the start (which the top players should easily do for two of the areas given the orders) it is very difficult to dislodge them given the ease for a player to reinforce from their keep next turn. (I'd like to playtest one counter strategy to that... but I doubt it would be effective). Regardless opening up each of the center villages might be helpful to make the map more balanced, and open up gameflow to enable more opportunities to attack.
The second map is good, and has a lot of potential. Just that I find if a faction takes the village at the start (which the top players should easily do for two of the areas given the orders) it is very difficult to dislodge them given the ease for a player to reinforce from their keep next turn. (I'd like to playtest one counter strategy to that... but I doubt it would be effective). Regardless opening up each of the center villages might be helpful to make the map more balanced, and open up gameflow to enable more opportunities to attack.
I suspect having one foot in the past is the best way to understand the present.
Don Hewitt.
Don Hewitt.
Based on Noy's suggestions here is the second version of Snow Crossings.. Now the middle villages need at least 8 movements to be reached (so a quick archer cannot reach it anymore ) and are less easy to control, also the map is bigger (4hexes more in width and height) and i removed some snow terrain, replacing it with hills and forest.. There is grassland near the central villages and in the very mid of the map i put 2 villages instead of 1 to give more chances to both player 3 and 4.
I hope you enjoy it
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I hope you enjoy it
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Last edited by Hellrider on April 2nd, 2006, 6:31 pm, edited 4 times in total.
Another map! 3v3 3gpv (121212) hexcake inspired!
- Attachments
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- hellcake9kl_704.jpg (85.86 KiB) Viewed 3909 times
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- 6p - Hellcake.zip
- (562 Bytes) Downloaded 192 times
Last edited by Hellrider on September 20th, 2005, 8:54 am, edited 2 times in total.
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- Posts: 98
- Joined: May 7th, 2005, 2:49 pm
- Location: France, Toulouse (next to)
New map! 1vs1 (Duel) Enjoy!
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Last edited by Hellrider on April 2nd, 2006, 6:32 pm, edited 5 times in total.
I put all my maps in one pack so you can have them all in the same place (there are 2 "Revised" version of my maps in this pack that i haven't posted before). I hope you like them
- Attachments
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- Hellrider's pack.zip
- V.1 Latest pack is on the last page
- (4.08 KiB) Downloaded 213 times
Last edited by Hellrider on October 13th, 2005, 12:49 pm, edited 1 time in total.
Hellrider, pretty good go, your Snow Crossings map looks quite playable! I think there are a few things you could consider to improve your maps (of course, all a matter of taste and opinion):
1. make them less center-dependent. All your maps focus on the center, where there are villages in equal distance to both sides. Not only do you force your players to focus on one areas (one that is already logical for fighting to happen), it also favours the first-to-move. Really I think you detract from the rest of the map if all the major decisions happen in the center. I suggest trying to make a map that doesn't have something special in the center.
2. You use a lot of variations of grassland to visually show the players where to go - the center. Because you use various roads, dirt, grassland and ford it might not look like it, but the last two maps have a lot of grassland. I wouldn't say too much, because I like playing loyalists .
3. Don't use ford terrain next to deep water - or wait until the transition has been made by the artists. It looks very ugly.
P.S. IMO hexcake is a terrible and boring map that should be removed from the official set of maps, and not be imitated...
EDIT: some rephrasing.
1. make them less center-dependent. All your maps focus on the center, where there are villages in equal distance to both sides. Not only do you force your players to focus on one areas (one that is already logical for fighting to happen), it also favours the first-to-move. Really I think you detract from the rest of the map if all the major decisions happen in the center. I suggest trying to make a map that doesn't have something special in the center.
2. You use a lot of variations of grassland to visually show the players where to go - the center. Because you use various roads, dirt, grassland and ford it might not look like it, but the last two maps have a lot of grassland. I wouldn't say too much, because I like playing loyalists .
3. Don't use ford terrain next to deep water - or wait until the transition has been made by the artists. It looks very ugly.
P.S. IMO hexcake is a terrible and boring map that should be removed from the official set of maps, and not be imitated...
EDIT: some rephrasing.
Try some Multiplayer Scenarios / Campaigns
Thanks for your opinion Rhuvaen, i guess you are right on 2. and 3. and my next maps will take them in consideration (except that i like hexcake ). Yes i focused on the central part of the map for the first maps (except for example X-Roads which is actively played north and south other than center). Anyway Noy pointed out in one of our games that since i focused on central part of the map, the first to play would have an advantage as you writed above.. (btw it's the same as hexcake. In fact ALWAYS red and blue take mid village and usually yellow takes the central one; for this this reason i've seen very few games in which south won over north ) Anyway those maps are first attempts and i'll use your suggestions to change something in the next i'm going to make.
EDIT: btw i used maybe a bit more grassland just to make it as balanced as possible for each faction.. I don't know if i managed to do it though
EDIT: btw i used maybe a bit more grassland just to make it as balanced as possible for each faction.. I don't know if i managed to do it though