1vs1 maps (x4ro)

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magohechizo
Posts: 16
Joined: July 28th, 2005, 5:52 pm
Location: mexic0-

1vs1 maps (x4ro)

Post by magohechizo »

-hello *waves*- Ballancing suggestions, pointers, welcome.


[map]
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WWiWWiiiWWiWWiiiWWiWiWiWiWiWiiWWWiWiWWWi
[/map]
Last edited by magohechizo on October 18th, 2006, 4:32 pm, edited 1 time in total.
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Reddig
Posts: 8
Joined: August 23rd, 2006, 1:44 pm
Location: pff

Post by Reddig »

The second one has horrible bottlenecks... It's enough to set just 5 units (1 for defence, 3 for support, 1 for additional healing) on behind 2;11 and 27;10 to succesfully stop any army of any size, while sending the rest to battle the enemy on the other side (and get stuck on his bottleneck if succesfull at it). It's a bit like a game of tic-tac-toe - if both players know how to prevent the other guy from winning, the game will end with a draw. Becaue it seems almost impossible to get through 2;11 and 27;10, since you would need a unit which can singlehandly defeat the defender of the castle, then another unit which can sniglehandly defeat the next defender (and even then you would probably end up being pushed back again). I suppose removing cave walls at 3;12, 4;12, 5;12, 24;9, 25;9 and 26;9 could be a good idea.

Also I think, that the first map has a bit too few villages (only 4 per player). Oh, and the spaghetti on maps 1 and 5 is hell for the eyes ;]
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Elvish_Pillager
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Post by Elvish_Pillager »

Map 1 has too much ice, it makes Yetis overpowered! :o
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
magohechizo
Posts: 16
Joined: July 28th, 2005, 5:52 pm
Location: mexic0-

Post by magohechizo »

Another one. I wonder why in the BBC code they look so... After i made this map, felt like playing it... But looking it in "da Code". Looks empty.


[map]
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[/map]
edit:changed the X for k.
Last edited by magohechizo on November 6th, 2006, 10:39 pm, edited 1 time in total.
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Sapient
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Post by Sapient »

A hypnotic pattern, but despite all the water, it would be difficult to find good use for swimmers here. I think knalgans and drakes have the advantage.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
magohechizo
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Joined: July 28th, 2005, 5:52 pm
Location: mexic0-

Post by magohechizo »

Another One. pretty asymetrical. The water villages in the middle will cause a lot of tension...I bet now you can find a place for swimmers ;).

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sccsccsWWsWccssccssssssssscccssscscssWsW
scscsssWsssscsscssssscccsssssssssscssWWW
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sssscccsssssssssssssssssssssssssscscssss
sssssssssssssssssssssssssssssssssscsssss[/map]
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magohechizo
Posts: 16
Joined: July 28th, 2005, 5:52 pm
Location: mexic0-

Post by magohechizo »

Back to symmetry...

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XXsssXXssXXsXsXXXXXssXssXXXsXsssXssXssXs
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&&kk&&&kk?&kmDNkkfkhckggQu[kGWWssXsssXsX
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XXsXXXXXXXXssXXXXXWWWXXXWWkWk[[WssXsXsss
XXssXssXXssXXXssXXXXssssXXWXWW[WXsXsXXXX
XXXsssXXXsXXssXXXXXXXXXXssXXXXWXXsXXssXX
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sXXXXssXXXsssXXXsXXsssssXssXXssXssXXsXXX
sXsXXXsXXXXXsXXXsXsXXXXsXXXXXXXXsXXssXXX[/map]
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Xeron_
Posts: 42
Joined: June 20th, 2006, 12:50 pm

Post by Xeron_ »

don't want to be offencive in any was, but do you try to draft pretty patters or to design maps?
I bet it takes more time to fill the unnecessary surroundings than to do the actual map.

map 3 seems jolly strange. - the players are very close to eachother, so the battle will take place between te casltes. - the rest of the map does basically just exist to give drakes and undeads an advantage when doing some swift and cheap village harvesting
magohechizo
Posts: 16
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Location: mexic0-

Post by magohechizo »

..."pretty patters" pretty patters me balls.. well, since nobody really cares, this will be me last map I will make (no one plays them either).

a 2 vs 2 or 1 vs 1.. shepperd- playing on the diagonals feels weird, maybe you will get dizzy (: -puff

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uuuuuuXXuuuuWuuuuuuXXuuuuXXXXuuuuuXuuuuu[/map]
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viorc
Posts: 130
Joined: February 22nd, 2006, 3:03 am

Post by viorc »

magohechizo wrote:...well, since nobody really cares, this will be me last map I will make (no one plays them either).
If you want to stop, just say "I stop" or say nothing. :|
If you think you have to stop because there is no reaction, that is probably a bad reason. People that feel like trying your maps might come to the game at a different moment than the one you start making map. Maps will stay on the forum and will available to anyone later.
If you thought "I will make 4 maps and everybody will praise me", that was probably over-confidence (and bad reason too). A forum (and the whole world) does not run like this. :wink:

For your maps, I like the "pretty asymetrical" one. It seems it lacks some swamps for the terrible saurians to play. Swamp villages are also good for balance as it take only 1 MP for most of the units to enter while moving to merman villages (alias of swallow water) cost 3 MP to most ground units (even saurians).

Hope I don't "pretty patters your balls" :roll:
Rey
Posts: 49
Joined: October 24th, 2006, 12:47 am
Location: Cordoba city, Argentina

Post by Rey »

magohechizo:
Is not better to pack all your maps in zip for download? :wink:
"Alea Jacta Est"
jg
Posts: 244
Joined: September 12th, 2005, 7:17 am

Post by jg »

Or gz or bz for linux users... :P

jg
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