Jungle Island (multiplayer map)

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Null
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Jungle Island (multiplayer map)

Post by Null »

Well, I have had this map for about 3-4 months and it has been tested (a lot), so I decided to show it here for better constructive criticism. It may look a little unbalanced, but I think it's balanced for the most part. It is meant to be played with players 1 and 4 vs. players 2 and 3, though I suppose it could be free for all.

Jungle Island
[map]sssssssssssssccccacdcdccsccdcsssssssssss
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cdGThTTccGrhccTTTTTkrrrGGhrrTdccdddccccs
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ssssscscTrGTGahm&&m&mhmhaGrwccscddGTcccs
sscccdcwTrGThhhZmm&mZchTGGrhTdckdGTTwcss
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ccwdqcddTwTwYkcwdwwdccschLrN1qcddwccssss
scddwccdTcccTkcdwGwwwdccwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss
[/map]

(Note: Please do not say Rebels are overpowered due to an excess of forest, in most of the matches the Rebel faction lost. There is also nothing wrong with saying the Rebels are overpowered, I just want a better reason))
theothercolin
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Post by theothercolin »

Unless you were the super-experienced player to be playing rebels and have lost, then that doesnt mean much. Regardless, there doesnt seem to be many hillls in the sides of the maps weakening dwarves. Looks like a decent map though, seems flyers would rule and Drakes would have a slight advantage.
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Thrawn
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Post by Thrawn »

theothercolin wrote:Regardless, there doesnt seem to be many hillls in the sides of the maps weakening dwarves. Looks like a decent map though, seems flyers would rule and Drakes would have a slight advantage.
...I see hills...in fact, there are large groups of hills together, whereas the forests are usually layed out in a line

hhg
hhh
hhg

and

ffff
hggg.

This lets the dwarves and northerners get great condensed groups on good terrain, especially towards the center of the map, where as you have much thinner groups of trees, often adjacent to the hills and villages

Also, although drakes may have an initial boost by getting villages quicker, the abundance of good terrain makes it bad for them...

just my uninformed thoughts...
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F8 Binds...
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Post by F8 Binds... »

I'd just have to say to tone the clusters of hills and forest down slightly, and the water villages by the mountains I'm not sure about. But other than that you have a reasonable map layout here, good luck with it!
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Null
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Post by Null »

I removed or decreased the size of these "terrain clumps" and afterwards tested it on the 1.2 server. The game was still fairly balanced, but there was a Knalgan abusing the gryphons :annoyed:

Heres the new map:
[map]sssssssssssssccccacdcdccsccdcsssssssssss
ssscscccccsccdwdhdhGdGTcscdwccscccssssss
sscccwwdddcwTcYcGcGwwccwcGYGTdcTwqccssss
sccqqNdGhhTTcdddkkcccTwTTGwThhdGN2qcssss
scwq3NGLGddccTdGGGddddGddccGGLGrNQQcccss
cddGNGrrGGcGTrTGhGhhTddcccTGGrrGGGcdccss
cwdGGGGTrrkrrGrrLrGGGccGTGckrGGhhGGdcccs
cwLhGTGhhkkkGTGGrGrkkTTrrrhrkcTThGLddccs
cdGThGGccGrGccGGTGTkrrrGGhrrGdccdddccccs
ccddGdwdcwrrhTccGThcGGTGTGhrGTdccwcsssss
ssccdcYcdwTGrrGGchhcGhGGGGLrwwYddwccssss
sssscccwwGckLrGacZmZmhahTGGrGhwkwcccssss
sssccLGTTGdkGrhhhmmmmmhTGGGrhTkskGhhccss
sccddGhTGwdkGrTmm&&&mmhhTGGrGGcscGmcTwcs
scwcddGcwckrrmmm&lll&mmmhGrddccscdGcGwcs
sscscccccrrGThmm&&l&&mmhhGrwcssccdLcGccs
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scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss
[/map]
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Doc Paterson
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Post by Doc Paterson »

A good drake player will be untouchable on this map. Pure drakish domination.

Nice aesthetic though. It'd make a good campaign map.
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Darn Penguin
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Post by Darn Penguin »

I rembember seeing you guys playtesting this on the server!
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Null
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Post by Null »

Doc Paterson wrote:A good drake player will be untouchable on this map. Pure drakish domination.
Actually, I have a reply of two Undeads vs. two Drakes and the Drakes got the stuffing beat out of them, but then again, they probably weren't very good Drake Players.
Doc Paterson wrote:Nice aesthetic though. It'd make a good campaign map.
Thanks, I was actually thinking about making a campaign because my maps tend to look nice, but be unbalanced.
Darn Penguin wrote:I rembember seeing you guys playtesting this on the server!
Yes, I remember you also.

Does any one have any ideas of how to eliminate the unfair advantage that flyers have?
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F8 Binds...
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Post by F8 Binds... »

adding more ford to reduce movement advantage over water.
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Post by im the one you think of »

I think the biggest advantage flyers have is the ability to steal the contested villages with ease, where other units would have trouble defending them, for exdample 20, 26 and 20, 29. This would also reduce the , admitttedly small, risk of first player advantages.
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Post by Null »

im the one you think of wrote:I think the biggest advantage flyers have is the ability to steal the contested villages with ease, where other units would have trouble defending them, for exdample 20, 26 and 20, 29. This would also reduce the , admitttedly small, risk of first player advantages.
the Village at 20,29 and near 20,26 aren't really contested. players 1 and 4 should be on a team, so unless you have a selfish ally, you should divide those "neutral" villages evenly.
F8 Binds... wrote:adding more ford to reduce movement advantage over water.
Thanks F8, I'll try that for the next version.
unit12
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Post by unit12 »

removed
Last edited by unit12 on May 10th, 2007, 11:49 am, edited 1 time in total.
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Post by Tux2B »

unit12 wrote:I would add some roadways through the center mountain so that area isn't dominated by dwarfs orcs and drakes. because of the thickness of this area, drakes can really hit and run to cover and there auger healers.
Indeed. I think that if you add at least some hills cutting through the mountains it would help balancing the map.

Other than that, I think it is a good map, and quite well balanced. But of course, I haven't had time to do a proper mp game for over a month now so I am not the best player around at the moment.
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Null
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Post by Null »

Sorry it took a while to show the revised map, but my internet was down.

The Largest change I made was to add another island east of player 1. This is mostly to prevent flyer assassinations, since there was previously just deep water, But I also wanted it to be another avenue to attack from because the area around 27,14 becomes very congested with units after not too long.

Also, I took some of your suggestions into consideration and added more fjords for better infantry movement while eroding some mountains into hills to prevent Dwarves from massing an unstoppable attack/defense (though it should be noted that this has never happened before).

Lastly, unless I miscounted, on the previous maps, players 1 and 4 had less villages than players 2 and 3, so I gave them a few villages to make the number even.

Jungle Island
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cccQNNrLGdcTGGTGhdcdTcGwrGccGddccccscccc
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scddwccdTcccTkcdwGwwwdckwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss[/map]
unit12
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Post by unit12 »

removed
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