MP map: The River Keep (improved Twin Towers concept)
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MP map: The River Keep (improved Twin Towers concept)
Hello all,
Ongoing testing of the Twin Towers map has led me to create an improved, balanced, downsized multiplayer map - The River Keep - based on a similar concept (with a new name for Mkgego's sake) and more ambitious plans concerning the WML.
I've made the central island less defensible by having sand terrain on it and removing the vilages there. I also added a third keep in the middle to get out of stalemate situations. The map was cut off a bit north and south, so that the two teams converge more quickly and that there is less "scrolling away from the action". I placed the first-moving south team a bit out of the main map in a cavern that collapses on turn 4 - just to reduce the "first-to-move" advantage a bit.
The lower cave part of the map will be used for the scoring mechanism, but I need to dig a bit deeper in WML variable magic before I can implement that.
Ongoing testing of the Twin Towers map has led me to create an improved, balanced, downsized multiplayer map - The River Keep - based on a similar concept (with a new name for Mkgego's sake) and more ambitious plans concerning the WML.
I've made the central island less defensible by having sand terrain on it and removing the vilages there. I also added a third keep in the middle to get out of stalemate situations. The map was cut off a bit north and south, so that the two teams converge more quickly and that there is less "scrolling away from the action". I placed the first-moving south team a bit out of the main map in a cavern that collapses on turn 4 - just to reduce the "first-to-move" advantage a bit.
The lower cave part of the map will be used for the scoring mechanism, but I need to dig a bit deeper in WML variable magic before I can implement that.
- Attachments
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- River_Keep.tar.gz
- River Keep files (map and wml)
- (2.18 KiB) Downloaded 551 times
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- minimap screenshot
- River_Keep.jpg (8.66 KiB) Viewed 1950 times
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