Reddig's Maps

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

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Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Reddig's Maps

Post by Reddig »

I've mannaged to finally create a map that is actually playable. Most maps (to my disappointment) are rather quick maps with 1-2 defensive points. Breaking through one usually means victory. On this map here there are actually 5 lines, where each player can defend - the middle one (which is actually double), the mountain/forrest one, the first wall, the second wall and the second, hideout-like castle (obviously hiding there would be rather desperate, but still it's somewhat comforting I suppose, that there is always some place to escape ;]. Plus, it's finally a map, where the middle can be gained at the end of the night (not the day, as it is usually), so for once it's the day-type armies which get the handicap ;]

[map]WWWWWWWWWWWWWWWWWWWWWWWWWWWsssssssssssssssssssssssssssWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWcssssssssssssssZsssssssssssssscWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWcccccccccccccccccccccccscccccccccccccccccccccccWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWccgggcgggcccggghfhggggggcscgghfhgggggggcccgggcgggccWWWWWWWWWWWWWWW
WWWWWWWWWWWWWCcgggvgcggggChfgfghfhgggggcscggghfhgggfgfhCggggcgvgggcCWWWWWWWWWWWWW
WWWWWWWWWWWccmCCgggg\gghghChfgggffgggcccccccggffggggfhChghgg\ggggCCmccWWWWWWWWWWW
WWHHWWWWWuucuumfCCghcfgfhfCfgggghfhggccgvgccgghfhggggfCfhfgfchgCCfmuucuuWWWWWHHWW
WWiiHHWHuuucurrrhCghhfffffffghggfmvggccgggccggvmfgghgfffffffhhgChrrrucuuuHWHHiiWW
WiiiiVHCuDCcfhrffCgffhhhvgChgfgggffggccgggccggffgggfghCgvhhhffgCffrhfcCDuCHViiiiW
WiCCiiHCuuCCfRhRRRgRfRhRgRCRgRgRhRhRCkkRCRkkCRhRhRgRgRCRgRhRfRgRRRhRfCCuuCHiiCCiW
WiKCiiHCuu1CCRRRtRRRRRRRRRRRRRRRRRRRRkkRKRkkRRRRRRRRRRRRRRRRRRRRtRRRCC2uuCHiiCKiW
WiCiiVHCuDCcfhhfRCgffhhhggChgfgghfhgCckgCgkcCghfhggfghCgghhhffgCRfhhfcCDuCHViiCiW
WWiiiHHHuuCcfrrrfCghffhfvfCfghgggmfggccgggccggfmggghgfCfvfhffhgCfrrrfcCuuHHHiiiWW
WWiHHWWWuuucuurfhCghhfffffffggggffvggccgggccggvffggggfffffffhhgChfruucuuuWWWHHiWW
WWHWWWWWWWucummCCgggcgghhhChgggghfhggcccvcccgghfhgggghChhhggcgggCCmmucuWWWWWWWHWW
WWWWWWWWWWWWcCCggggg/ggggCCfffghfhggggcccccgghfhgggfffCCgggg/gggggCCcWWWWWWWWWWWW
WWWWWWWWWWWWWWccggvgcggggchggggffggggggcscgggffggggggghcggggcgvggccWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWccgcccgcccccgchchcgcgcgcscgchchcgcgcgcccccgcccgccWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWcWcWcWcccscscscscscscssscscscscscscscccWcWcWcWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWssssssssssssssZssssssssssssssWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWsssssssssssssssssssssssssWWWWWWWWWWWWWWWWWWWWWWWWWWWW[/map]
Last edited by Reddig on August 23rd, 2006, 6:48 pm, edited 2 times in total.
Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Post by Reddig »

I've changed the subject of the topic, since there is no point in making a new thread for each map, the maps are rather easy to make and the forums is the best place to show them to friends.

Another map, this time 2 vs 2. It's rather classic - quick with three paths to choose from and a middle part to fight for. The castles are close to eachother and have a quite large range, wich I suppose might be somewhat usefull (I haven't tested it in multiplayer, so I can't say how if at all would that be usefull).

[map]WWWWWWWWWWWcccscccWWWWWWWWWWW
WWWWWcccWsccccZccccsWcccWWWWW
WWWWWcZssssWWcscWWssssZcWWWWW
ffWWWssssWWWWcscWWWWssssWWWff
fvfcsssWWWWWWWsWWWWWWWssscfvf
fffccWWfhfWWWhchWWWfhfWWccfff
fccghggggggEvgcEvEgggggghgccf
gcgggggRRREfEE/gEfERRRgggggcg
vkgggRRghgRvWWcWWvRghgRRgggkv
ghCCChgvhgRRgfsfgRRghvghCCChg
ffhChffWmfgRgkkkgRgfmWffhChff
ffhChffWWhfRhkfkhRfhWWffhChff
hhf1fhhWWWfRgchcgRfWWWhhf3fhh
hvRcRvhWWWaRg\g/gRaWWWhvRcRvh
mvRcRvmWWWhRg/C\gRhWWWmvRcRvm
hhR4RhhWWWaRgcgcgRaWWWhhR2Rhh
hffCffhWWhfRgkhkgRfhWWhffCffh
ffhChffWWffRhkfkhRffWWffhChff
fhhChhfvmggRgfkfgRggmvfhhChhf
gkCgCRgghgRvgWsWgvRghggRCgCkg
vcggggRRhRRfWgcEWfRRhRRggggcv
gcggggggRgEEEE/gEEEgRggggggcg
ffcchWgfgfgWvhchvWgfgfgWhccff
fvfccsWWhWWWWWcWWWWWhWWsccfvf
fffWssssWWWWWcscWWWWWssssWfff
fWWWWcssssWWWcscWWWsssscWWWWf
WWWWWcZcssscWcscWcssscZcWWWWW
WWWWWWcWWWccccZccccWWWcWWWWWW
WWWWWWWWWWWcccscccWWWWWWWWWWW

[/map]

Edit: map updated after Barnex's feedback.
Flametrooper
Posts: 984
Joined: February 21st, 2006, 11:02 pm
Location: 0x466C616D65

Post by Flametrooper »

The first one looks like a piece of candy in its wrapper.
hey.
haruspex
Posts: 4
Joined: August 22nd, 2006, 6:39 pm
Contact:

Post by haruspex »

About first map: what about replacing deep water at [41, 3] and [41, 19] with shallow one?
Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Post by Reddig »

Heh, it actually does look like a candy :] That's good, because I can never think of a sensible name for the maps.

Haruspex: Umm... one of them is shallow water already. Besides, since there are very few water villages arround, I decided to make these unaccesible for land units, so that water units sitting there for healing will have less to worry about.

We've tested the second map in multiplayer. It came out it's neither quick, nor easy, but though it took us 3-4 hours to play it, it was quite fun to play.

Here's another 2vs2 proposition:

[map]WWWWWWWWWWWWWWFHHHFWWWWWWWWWWWWWW
WWWWWWWWWWWWWCFAiAFCWWWWWWWWWWWWW
WWWWWWWWWWWgSCSSiSSCSgWWWWWWWWWWW
WWWWWWWWWhgEECSeieSCEEghWWWWWWWWW
WWWWWWWhaEEgSWiiiiiWSgEEahWWWWWWW
WWWWWhggEggSSWWWeWWWSSggEgghWWWWW
WWWWvhEEEggSSWWWWWWWSSggEEEhvWWWW
WZsWhgggEEgSSWWHWHWWSSgEEggghWsZW
sssWWWgWhEggSHHHmHHHSggEhWgWWWsss
ssWWWWWhmEggSSSSmSSSSggEmhWWWWWss
scWWWhfEhEhEEEgFSFgEEEhEhEfhWWWcs
ccWhfgEhEvEghhEEEEEhhgEvEhEgfhWcc
chfggCEggccWhWhWWWhWhWccggECggfhc
cgvCCCgccccgWvWhWhWvWgccccgCCCvgc
c1Ckcc\\cgggghfgkgfhggggc//cckC3c
cQckZccc\RvRRRRRcRRRRRvR/cccZkcQc
c4ckZcc//gvgghggcgghggvg\\ccZkc2c
cgCCcC/cccgggvfhkhfvgggccc\CcCCgc
cfvgCCggcccWWWWWWWWWWWcccggCCgvfc
cchfggEfgvcEggfhWhfggEcvgfEggfhcc
ccWWhfEEEEEfEEfEfEfEEfEEEEEfhWWcc
ssWWWWhffEgffhEgEgEhffgEffhWWWWss
ssWWWWWWfEggfwwfffwwfggEfWWWWWWss
sZsWWggggEgwwWfWhWfWwwgEggggWWsZs
WWsWffgEEEgwwWWWWWWWwwgEEEgffWsWW
WWWWvfEggEgwwWWWWWWWwwgEggEfvWWWW
WWWWWWgggEggwWWvwvWWwggEgggWWWWWW
WWWWWWWWfvEEwCwwwwwCwEEvfWWWWWWWW
WWWWWWWWWWfgECwvgvwCEgfWWWWWWWWWW
WWWWWWWWWWWWwCwwgwwCwWWWWWWWWWWWW
WWWWWWWWWWWWWWwwYwwWWWWWWWWWWWWWW
[/map]

The idea was to make a few paths, every next one more difficult, but more rewarding. Again - the castles are connected, since it gives nice effects during the game.

Edit: Corrected a few slight errors. Oh, and one more thing - I encourage to start with enough gold at the beggining, since the map has quite a lot of spots to cover with units.
Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Post by Reddig »

Eh, since all the maps I make seem to be made for long-time games, I decided to make two quicker ones. Both are 2 vs. 2 (and teams are 1 & 4 vs. 2 & 3, the same as on my previous maps).

[map]WWWWWZWcccccccccccWZWWWWW
WWWccccccWcfkfcWccccccWWW
WccccWcWWgggcgggWWcWccccW
cccWWWWgggggcgggggWWWWccc
cWWWWgvghhghkhghhgvgWWWWc
cWWggRRRfffWWWfffRRRggWWc
cggRRfgrvWWrfrWWvrgfRRggc
cvRgghruWurhrhruWurhggRvc
cvRgfhruourWWWruourhfgRvc
cgRgfhruoWWrWrWWourhfgRgc
cgRRgfrrrCDDWDDCrrrfgRRgc
ccgcRZRCC1CuWuC3CCRZRcgcc
cccc|ZcCC4CuWuC2CCcZ|cccc
cggRRfRrCCCDWDCCCrRfRRggc
cgRgghrurWDrWrDWrurhggRgc
cvRgfhruouWWWWWuourhfgRvc
cvRgfhruourhWhruourhfgRvc
cgRRgfrrWWrrrrrWWrrfgRRgc
cWggRRggvfWWfWWfvggRRggWc
cWWWggRRRhfhWhfhRRRggWWWc
ccWWWWvfghfgkgfhgfvWWWWcc
ccccWWWWggggcggggWWWWcccc
WWccccWcWWggcggWWcWccccWW
WWWWccccccWckcWccccccWWWW
WWWWWWZWcccccccccWZWWWWWW[/map]

[map]WWWWWfffffWfffffWWWWW
WWWWWgvgggWgggvgWWWWW
ggWWWgggvgWgvgggWWWgg
vggggvgvggWggvgvggggv
gCCggggggWWWggggggCCg
C3ggggWWWhEfWWWgggg1C
CggvgCCfccNhcmCCggggC
CcggCrrEuufhcErrCggcC
ggcgCrENhuEwmNErCgcgg
vWkWCmEufddwfhEfCWkWv
WWkWWfuhuwNduuumWWkWW
vgkgCrENfwdufNErCgkgv
gccgCrEEmhEuhEErCgccg
CggvCCrmchfcufrCCgggC
C2ggggCWcfNhcWCgggg4C
CCggggWgWWEWWgWggggCC
ggCggvgvggWggvgvggCgg
vggWggggggWggggggWggv
gWWWWgggvgWgvgggWWWWg
WWWWWfvggfWfggvfWWWWW
WWWWWWfffWWWfffWWWWWW
[/map]

Two different ideas. The first one is... well... I suppose it's a typical 2 vs. 2. I'm not really fond of it, but I still find it playable.

The second one is something a bit different. All four players start with their piece of land with a few villages. In the middle is a large area - the battlegrounds. No villages there, so the middle is pure carnage.
Flametrooper
Posts: 984
Joined: February 21st, 2006, 11:02 pm
Location: 0x466C616D65

Post by Flametrooper »

Knalgan advantage. Look at all that cave!
hey.
Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Post by Reddig »

Three new 2 vs. 2 maps. I've tried to make them as ballanced as I could, which means - easy to move troops arround, defence spots which are in strategic places, but few (or none at all) tight spots. Well, I'll let you be the judge how succesfull I was ;)

[map]WWWWWWWWWWWhWZWcWZWhWWWWWWWWWWW
WWWWWWWWWvfgkCkckCkgfvWWWWWWWWW
WWWWWWWWWvggcC1C4CcggvWWWWWWWWW
WWWWWWWWWgfR/CCCCC\RfgWWWWWWWWW
WWWWWWWcgrRghkkkkkhgRrgcWWWWWWW
WWWWWhh/rgRfWWWWWWWfRgr\hhWWWWW
WWWffrrcggRRhfvhvfhRRggcrrffWWW
WhfrrgfcgggfRRgggRRfgggcfgrrfhW
vhgrggfcckfgghRRRhggfkccfggrghv
hggrgcccggkchgfRfghckggcccgrggh
fggrvcZcggfhccg|gcchfggcZcvrggf
fhgrfgkggggWfhc|chfWggggkgfrghf
mvhrggkgfhvWgggRgggWvhfgkggrhvm
mrrfghkggffWVggRggVWffggkhgfrrm
grhgfcchgghWSHfRfHSWhgghccfghrg
hrgfcWWWgwwhmFSeSFmhwwgWWWcfgrh
hrggccWhggwWmHSRSHmWwgghWccggrh
grhffhcggfhWSgfRfgSWhfggchffhrg
mvrrggkgghfWVggRggVWfhggkggrrvm
mhhrggkgfgvWghg|ghgWvgfgkggrhhm
fggrfckcggghfcc|ccfhgggckcfrggf
fggrvcZcggfccggRggccfggcZcvrggf
hhgrggccgkkghhfRfhhgkkgccggrghh
vhgrggfccgffgRRgRRgffgccfggrghv
WWffrrfcgggRRfghgfRRgggcfrrffWW
WWWWfhr\ggRfhWvWvWhfRgg/rhfWWWW
WWWWWWhcrrRgWcWcWcWgRrrchWWWWWW
WWWWWWWWggRRcCcCcCcRRggWWWWWWWW
WWWWWWWWWvfg\CCCCC/gfvWWWWWWWWW
WWWWWWWWWvggcC3c2CcggvWWWWWWWWW
WWWWWWWWWWfhcZcccZchfWWWWWWWWWW
[/map]

[map]WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWsWWWWWWWWWWWWWWW
WWWWWcccWWWWWssZssWWWWWcccWWWWW
WWWccWWWccWsscccccssWccWWWccWWW
WUcWWWWWWcccccchccccccWWWWWWcUW
WddkWWWscssccckmkcccsscsWWWkddW
WkkcWcsZsccggckhkcggccsZscWckkW
WkkccssccfgggckckcgggfccsscckkW
WkkcscchfggmggcscggmggfhccsckkW
ckkccfhggfvWWfcscfWWvfgghfcckkc
ckkkfgggghWhggckcgghWhggggfkkkc
ZkkCgggggggggggcgggggggggggCkkZ
kCCCgggWfggfgggcgggfggfWgggCCCk
kChfffhWhggfhhgkghhfgghWhfffhCk
k1hfvhvWvhgfvWWcWWvfghvWvhvfh2k
c|ccfWWlWWggggfkhggggWWlWWfcc|c
c4cffhWWWhgfgWhcfWgfghWWWhffc3c
kChfvfvWvggfvhWkWhvfggvWvfvfhCk
kChCfghWhggfhggcgghfgghWhgfChCk
kkCCggggfggggggcggggggfggggCCkk
ZkkkggggghghgggkggghghgggggkkkZ
ckkcffgggfWWgfcscfgWWfgggffckkc
ckkccchhggvmWgcscgWgvgghhccckkc
WkkcssccffgggkccckmggffccssckkW
WkkcccsZccgggkkhkkgggccZsccckkW
WdkkWWssssccgkkmkkgccssssWWkkdW
WUdWWWWWccsccckhkcccsccWWWWWdUW
WWccWWWWWWcccccccccccWWWWWWccWW
WWWWccWWWccWsscZcssWccWWWccWWWW
WWWWWWcccWWWWWsssWWWWWcccWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
[/map]

[map]WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWcWWWWWWWWWWWWWWW
WWWWWWWWWWWWWcccccWWWWWWWWWWWWW
WWWWWWWWWWWffcccccffWWWWWWWWWWW
WWWWWWWWWffmCccWccCmffWWWWWWWWW
WWWWWWWgfmmmmWWWWWmmmmfgWWWWWWW
WWWWWgvgCmmhWhWWWhWhmmCgvgWWWWW
WWWfgggcWWCgvggwggvgCWWcgggfWWW
WvfCCggcWgggggwfwgggggWcggCCfvW
Whh4CgfkgggvgWhfhWgvgggkfgC2hhW
WvhCCghkgggWWggWggWWgggkhgCChvW
WWffCgfcgWggfgggggfggWgcfgCffWW
WWWWghg\WfgghfgggfhggfW/ghgWWWW
WWWWgggcgghggghghggghggcgggWWWW
WWWWvggcgfgvgWfgfWgvgfgcggvWWWW
WWWWhgfcWWWWWWvggWWWWWWcfghWWWW
WWWWhgfcWfWvWWggvWWvWfWcfghWWWW
WWWWvggcggggggfgfggggggcggvWWWW
WWWWghg/gfhggfhghfgghfg\ghgWWWW
WWWfgggcWWgghggggghggWWcgggfWWW
WvfCCgfkgggWfggWggfWgggkfgCCfvW
Whh1CghkgggvWWgfgWWvgggkhgC3hhW
WvhCCgfcgggggghfhggggggcfgCChvW
WWffCggcWWggggwwwggggWWcggCggWW
WWWWggggWmChvhgWghvhCmWggggWWWW
WWWWWWvgCmmmWWWWWWWmmmCgvWWWWWW
WWWWWWWWffmmmcWWWcmmmffWWWWWWWW
WWWWWWWWWWffCcccccCffWWWWWWWWWW
WWWWWWWWWWWWfcccccfWWWWWWWWWWWW
WWWWWWWWWWWWWWcccWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
[/map]

Edit: corrected slight mistakes and made a few slight changes due to barnex's suggestions.
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