deathmatch - river wars

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Sauron
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deathmatch - river wars

Post by Sauron »

If you have any critical remarks about this map - pls post


All maps can be downloaded in 1 file, all versions are now in 1 jpeg.

RECENTLY ADDED:
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3 maps
3 maps
Image3.jpg (247.65 KiB) Viewed 3922 times
maps.zip
all maps in 1 file, maps deathmatch 7,9,10
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Last edited by Sauron on May 6th, 2007, 4:16 pm, edited 8 times in total.
The Green Tooth
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Post by The Green Tooth »

Looks interesting :)
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Post by Becephalus »

I think dwarves will have a hard time since there is little terrain they have any sort of defense on.
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Sapient
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Post by Sapient »

Hex-wide streams of deep water favor flying units far more than water units. You should modify the map so that the river is 3-hexes wide: shallow, deep, shallow.
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Doc Paterson
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Post by Doc Paterson »

If the river was 3 wide, that'd benefit flyers a whole lot more than it does now- It'd be a barrier for everyone but them, and they'd easily exploit that fact, avoiding it if water troops got too dense, retreating behind it for carefree healing, rotating in new troops with brutal speed. You can plan on blocking them off with water units, but the logistics of this usually underweigh the actual practicality.....There was a similar problem with "River Morton," if you recall that map.

Besides that water issue though, there's also the fact that a competant player 1 will take the village to the left of the center bridge, and the one directly above that (can't be prevented with the spacing as it is), making the village breakdown 11 to 7, instead of 9 to 9.
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Sapient
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Post by Sapient »

Doc Paterson wrote:If the river was 3 wide, that'd benefit flyers a whole lot more than it does now- It'd be a barrier for everyone but them
The deep water is already acting as a barrier. Walkers cannot cross it, regardless of its width, so they don't care how wide it is.

At least with a shallow perimeter, the water units can get the favored 60% defense.
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the undead

Post by Sauron »

Still it does not block all undead units - e.g. walking corpses swim :-).
I meant to prevent walkers to get from one side to another that easily and make some fight for bridges/river-banks.

The split is not even, but notice, that village on the left side is weak defense point - it can be attacked from 4 ground hexes and one water in one turn. The some for the other village you are talking about. And you have to split the forces to get both villages - it will result in fast losses of 2 units - so the taking of the villages will not balance cost of lost units
Anyway - the placement of the villages results from the neec off curing units during battle - races w-o healers might be in trouble.
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Post by Sapient »

I'm going to agree with Doc on this one. An uneven village split favoring P1 makes the map slightly unbalanced (regardless of the fact that it is "difficult to defend," a skilled player can still hold it).
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Another version

Post by Sauron »

Mabye this will be better, still, im my opinion it takes the focus from the center away. I am not sure if the bridge should be that easy to defend, as it is now.
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deathmatch9.zip
corrected map deathmatch9
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Last edited by Sauron on January 13th, 2006, 5:08 pm, edited 7 times in total.
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Sapient
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Post by Sapient »

You might want to delete the old image (to save forum space) and don't forget to upload the revised map file. 8)
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Sauron
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Post by Sauron »

Sapient wrote:You might want to delete the old image (to save forum space) and don't forget to upload the revised map file. 8)
uploaded the map to the prev post, not deleting none of images/maps - both have strengths&weaknesses and both might find ppl willing 2 play'em.
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Post by Doc Paterson »

Sorry Sapient, having only glanced at the map, I overlooked his use of deep water for the "body" of the river. (A very unusual choice, that.) It would of course be best if he converted it to shallow, but assuming he's sticking with the deep, I'd second your suggestion.

Also-

Sauron, don't you think that river ford terrain looks awful, adjacent to deep water?
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Post by toms »

Becephalus wrote:I think dwarves will have a hard time since there is little terrain they have any sort of defense on.
Haha, I have been waiting long for a new map wich is not good for dwarves! :twisted:

Oh, you should know that I don´t like dwarves. :evil:
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Post by Sauron »

Doc Paterson wrote: Sauron, don't you think that river ford terrain looks awful, adjacent to deep water?
Not that awful... The DW was supposed to make it hard to pass the river, most units cannot walk on DW. You're right it does not look perfect, but no other way to reduce river-passing in other places than bridge/bank(ford).
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Post by Doc Paterson »

Sauron wrote:
Doc Paterson wrote: Sauron, don't you think that river ford terrain looks awful, adjacent to deep water?
You're right it does not look perfect, but no other way to reduce river-passing in other places than bridge/bank(ford).
I'm not sure exactly what you mean to say, but there are at least 20 ways to make non-ford crossing points on your deep-water areas, the most obvious being the one you mentioned, the bridge.

You can do whatever you like of course, but you may not be allowed to join my NO FORD NEXT TO DEEP WATER Clan (which is a very powerful Clan indeed).
I will not tell you my corner / where threads don't get locked because of mostly no reason /
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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