maps by ascendant

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

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ascendant
Posts: 108
Joined: April 5th, 2006, 1:09 pm

maps by ascendant

Post by ascendant »

Two small and fast maps first. Enjoy! :)
[map]
WWWWWWWgggggWWWWWWWW
WWWWWgghgmggggWWWWWW
WWWggfhmmgmmXXggWWWW
WggafgghgQvggXghggWW
gggmfgggQwQwgtgmgggW
gmmghEEEwggfgfffmmgW
gmg1ngggEKgghgn4gmgW
gmgngrvggnkkgkkngmgW
ggffffgEEhEEkcgkgggW
gcgcgggEgmtEggcccccW
cgckccgEthgEgfgfgggW
gmgngkkkEnEggrfnfmgW
gmg2kgggkKggvgg3gmgW
gmgfnfhfggEEgEnggmgW
ggmmftgwgwwgEghmmggW
ggghgXggQQQhggfagggW
WWgggXgmvggmgffggWWW
WWWWggXgmmmhhggWWWWW
WWWWWWgggggggWWWWWWW
WWWWWWWWgggWWWWWWWWW[/map]
Last edited by ascendant on April 18th, 2006, 4:40 am, edited 1 time in total.
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turin
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Post by turin »

The first map has a lot of grass on it...
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ascendant
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Post by ascendant »

turin wrote:The first map has a lot of grass on it...
Right, I noticed that too after posting it...
Probably I tweak the map. :wink:
(I´m a noob, so I make mistakes)
sparr
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Post by sparr »

too much grass is bad. too much contiguous grass is worse. a few forest and hill hexes across the grasslands would serve to even things out a lot.
ascendant
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Post by ascendant »

I modified the map with the too much grass (I agree) a bit, I hope it is better now.
[map]
hmmhhffffggggEEgggfffffhhhmmh
hmhhhfffgggggEgngfftffgghhhhh
mhhhhfggggggEggnggfffggghhmhh
hhhhhfggggggEgn1ggfgfggghhmmh
hhmhhgggggggEvggnggggggghhhmh
hhmmhgggggggEEgggggggggghhmhh
hmhhhggggwwgggEggggggNNghhhhh
hhhmhhgggwwgggEgdgggghgffhhmm
mhhmhhgggwwwggEgdddgggNfhghmh
hhmhhhffXggwggEgggddgvgggghhh
hmhhhfhXXghggfEfgggdgggXXgfhh
hmhgNggvgggfftEgffggggXggggfh
hhhNghggggfggRRRggfggggggggfh
hgggNggdggfgRgggRgfgwgwwggfff
gfffggggdgfgRgcgRtfgwwwwwgfff
ftffgggddgfERRgRREfgggggwgggf
fffgggddgEEftgRggfEEggggggggg
ffgngggEEgggffgffgggEEgEEEggg
fgg3ggEggggcggfggdgdggEgvgEEg
gnnngvEgggcgcgggdgdddggggngEg
gggggEEggcccgggvggggddgn2nggE
gEEEEgggcccggXggghggdgggggngg
EggggggggggggXgfNgNggggfffggg
gggggggggggggXgfhhNggggfffggg
ggggggggggggggggfhghgggfgtfgg
gffffgggggggggghghhhhhggfgfgg
ffffggggggghghhmhhhmhhhhffffg
ffffghghhhhhhhhhhmhhmmhhhhggg
fffhhhhmhhhmmmhhmmhhhhmhmmhhg
hhmhhmmhhhmhhmhhmhhhmmhhhmhhh
[/map]
Sauron
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Post by Sauron »

Wow, I am impressed by functionality of |map| tag - Nice work. First time I see map posted in that way. Still - pretty boring maps - terrain not varied enough.
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sparr
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Post by sparr »

dont put too many map tags on one thread, they slow down some browsers. id suggest deleting the one you replaced.
ascendant
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Post by ascendant »

sparr wrote:dont put too many map tags on one thread, they slow down some browsers. id suggest deleting the one you replaced.
Ok, I´ve deleted the replaced map.

Comments to the second?
sparr
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Post by sparr »

still too much grassland, and too few interesting borders. the strategic complexity of a map is heavily influenced by how many terrainA-terrainB borders you have to cross to get to each village/keep.
ascendant
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Post by ascendant »

Whoops.
Comments to the second?
Should have been labeled "Comments to the other?". Now I´m confused because of my own mistake: Do you mean the 3-player map s or the 4-player map has a lack of variations?
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Gauteamus
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Post by Gauteamus »

As I like quite small maps the best (I am too simple to appreciate a long front of battle), I will comment on the smaller of the maps.
I also think as many have pointed out, that the map could need some mmore breaking up of the terrain, but what I like about your map (not having played it yet) is the 'buffer zone' behind each players keep. Not many of the standard MP-maps have suck a zone, but rather have the keeps on the border of the map. Maybe one could enhance the buffer-zone aspect of the map somehow? I can come up with interresting strategic uses of the space there just now, but I guess I should play it before ranting anymore.
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ascendant
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Joined: April 5th, 2006, 1:09 pm

Post by ascendant »

Thank you for the nice comment.

About terrain borders, it seems that I have a weakness there, and I'll work on it.

Buffers: Thy exist because I hate castles on the edge and like to have some walkaround strategy too.
ascendant
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Post by ascendant »

Her is a small duel map. I hope it is better.
[map]
hmgghmhhmfmmmfhmfhfffff
hhgghhmfmfmgmghhffhffff
mhffghfggwwgghgffffffhf
ffhhgfhgvwfmmhgffgfffhf
mhhgghghhhfhhmggtgXXffh
gRgCgtmmmhffhgghfhghXfh
RgC1gRgRgggRgNhmgmmfgfm
ggCCCgRgRRRvRRgfhmggXgf
mmgmgmghgffcgfRghffffgg
mmgwggmfhccsc/Rgggwwffg
gfgwwhmhfcs//cfhhhgwYfg
gfYwgghgf//sscffmgwwgmg
ggffwfggRfcccfhhmmgmgmm
ggfgfmhfRRgvfRgggggCggm
ffXfgmhmgNRRRgRRRRC2Cgf
mfghmhghhggfghgmgtgCCRR
hfXXggfggmhhfhmhmhggghg
hhffXgtfghhmfwhggfghhfm
fhffffffghmgfwvghhgfhhf
fffffffhggggwfgffhggfhm
ffffhhfmhfmmmfmhmmhggmh
[/map]
ascendant
Posts: 108
Joined: April 5th, 2006, 1:09 pm

Post by ascendant »

Here is a 6-player map, in rumble-style.
[map]
WWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWuWuWWWWWWWWWWW
WWWWWWWWWWo1oWWWWWWWWWWW
WWWWWWWWWWgggWWWWWWWWWWW
WWWWWWWWWWcgcWWWWWWWWWWW
WWWuoWWWccg|fccWWWouWWWW
WWu6ggccgmgRggmccgg2uWWW
WWWogg\fghoRohgg/ggoWWWW
WWWWWcgRRoDgDoRRfcWWWWWW
WWWWWcmgogmwmgoggcWWWWWW
WWWWWcghoDwfwDohmcWWWWWW
WWWWWcfgRgDmDgRggcWWWWWW
WWWWgc/RgoogoogR\cgWWWWW
WWuoggcgmhgRghgfcggouWWW
WWW5ogWccgfRgmccWgo3WWWW
WWWuWWWWWcc|ccWWWWWuWWWW
WWWWWWWWWWgggWWWWWWWWWWW
WWWWWWWWWWogoWWWWWWWWWWW
WWWWWWWWWWu4uWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWW[/map]
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