A Map, 4p - Fabulous Valley

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musketaquid
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A Map, 4p - Fabulous Valley

Post by musketaquid »

[map]mmmHmHHmmHFicFFFFFmHmimmmmm
mHhCiiHFHceccFFHmhhfiFmCmmm
m?1CCFiFicicc\fgmEEEiHCC4?m
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mFEEfhHhgggE/gghgtcggEffvFh
hhfFEEmEEEEgcgfghggfhEfHFmh
hmFhfhEgtgggcwYhgighhEgHmmm
HmmmhSEhgwgwcwwqgmHhEhhmHHh
mlllmFEhhmwfcgwghfmmEhmmmmh
mmlmmfEEfEggZcgEEEEEEfhmmmm
iFmHhvhfEfEEQKdEhfhfgvhHHFh
hmHmhfgEhEhEdcQgEEEEhfhmmmi
mmmmhhEmEfEgggZfgmfhEFmlllm
hHmmmhEhmmhqwwcwwwhhESmmlmm
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mHfgEfmHFfEbHicggffEgEEEgfh
mChEEEHmhhEhHiicggEFEiEESCm
m?CChHEEfEEgg\ccccgFiFhCC?m
mm3CCFifEhhHfFcciciFiiCC2Hm
mmmmmiiHHFFFFFcieHHmHmiHhmm
[/map]

This is my first map. What do you think?
I played it a few times on the serever and people seem to like it, so i came here for contribution.
I'm not sure if the water villages give to much advantage to factions with water units and it would be better, to put them on grass.
I added the keep in the middle to recruit after some people mentioned, they like their kings fighting for a possibility to recruit.
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4p_Fabulous_Valley.cfg
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FleshPeeler
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Post by FleshPeeler »

It looks pretty decent, but I do see a few issues.

-Many hills. This might give favor to Northerners/Knalgans.
-The center of the map is very tree-bare. Rebels may have difficulty holding onto the center (except for merman hunters)
-There is no direct water route between the bases and the central river. Considering that middle base is submerged, some access routes for mermen/nagas might be necessary.

Lastly, a question; is this map designed for FFA or 2v2? If 2v2, what are the teams?
What if nobody ever asked "What if?"

FleshPeeler . . . Editting 5 times per every 1 post.
musketaquid
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Post by musketaquid »

It is for 2v2, so team 1 is player 1 and 4
-There is no direct water route between the bases and the central river. Considering that middle base is submerged, some access routes for mermen/nagas might be necessary.
I think, no direct routes to the middle balances the advantage of factions with water units.
A little less mountains is easy to make, but it is a valley, so i need at least surrounding mountains.
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Doc Paterson
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Post by Doc Paterson »

I'm sorry, but I can't resist asking:

Shouldn't "Fabulous Valley" have a disco in the center?

:D
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because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses.
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musketaquid
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Post by musketaquid »

No, no! A huge garden with lots of pavilions. In them are waiting girls endued with gauze. They will indemnify the winner for the efforts :wink:
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Sapient
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Post by Sapient »

Nice volcanoes!

I don't see any major problems here. Maybe you have penalized the water units too much by making them crawl across all that grassland?

Another thing... it looks like the large mountain ranges near the volcanoes could give Loyalists trouble. A well-placed grasslands/roads cutting into the mountains could keep them from getting out-maneuvered.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Post by FleshPeeler »

Sapient wrote:Nice volcanoes!

I don't see any major problems here. Maybe you have penalized the water units too much by making them crawl across all that grassland?

Another thing... it looks like the large mountain ranges near the volcanoes could give Loyalists trouble. A well-placed grasslands/roads cutting into the mountains could keep them from getting out-maneuvered.
Sentiments shared, but the part I bolded is my biggest qualm. You're imposing a balance against water units when the factions are already balanced against them. Undead have Ghosts, Knalgans have Gryphons, Drakes can fly over just about anything. All it would take to cut off sea power is a few well-placed scout units.
What if nobody ever asked "What if?"

FleshPeeler . . . Editting 5 times per every 1 post.
musketaquid
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Post by musketaquid »

Thanks to all! I tried to pick up some of your thoughts, and that's the result:

[map]mmmHmHHmmHFiiFFFFFmHmimmmmm
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HmmmhSEhgwgwcwwqgmHhEgfgHHh
mlllmFEhhmwfcgwghfgmEgwmFmh
mmlmmfEEfEggZcgEEEEEEfghhmm
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m?CChc\EfEEgg\ccccgFiFhCC?m
mm3CCFifEhhHfFccicccccCC2Hm
mmmmmiiHHFFFFFiieHHmHmcHhmm
[/map]

I cut the large mountains with grass.
Also made the brook easily accessable from all sides.
egbert
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Post by egbert »

I like it alot. The terrain is all sensibly placed and seems fairly balanced.


I'm not very experienced with map development, but I don't quite know about the villages in the center. It seems like the first player to move would always get them, and thus be at a great advantage, since with those villages you can easily take the keep when your leader gets there. Perhaps if you moved the villages a square or two away from the castle.
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Sapient
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Post by Sapient »

egbert - a quick naga on P1 would have trouble pulling that off, since P2 is on the opposing team. You could have a point, but it's hard for me to say without testing it though.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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