Jungle Island (multiplayer map)
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Jungle Island (multiplayer map)
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
ssscscccccsccdwdhdhGdTTcscdwccscccssssss
sscccwwdddcwTcYcGcGwwccwcGYGTdcTwqccssss
sccqqNdGGhTTcdddkkcccTwTTGwThhdGN2qcssss
scwq3NGLhddccTdGGhddddTddccThLGrNQQcccss
cddGNGrrGGcGTrTGhhhhTddcccTGGrrGGGcdccss
cwdGGTGTrrkrrGrrLrGGGccGTTckrGThhhGdcccs
cwLhhTGhhkkkhTGGrGrkkTTrrrhrkcTThGLddccs
cdGThTTccGrhccTTTTTkrrrGGhrrTdccdddccccs
ccddTdwdcwrrhTccTThchTTGTGhrGTdccwcsssss
ssccdcYcdwTGrrThchhchhhGGGLrwwYddwccssss
sssscccwwTckLrGacZmZmhahTTGrGhwkwcccssss
sssccLGTGdTkGrhhh&m&mmhhTGGrhTkskhhhccss
sccddhhTTwdkGrTmmmmm&mmmTTGrGTcschmcTwcs
scwcddGcwckrrmm&mlllm&mmhTrddccscdhcGwcs
sscscccccrrGThmmmmlmmmmhhGrwcssccdLcGccs
ssssscscTrGTGahm&&m&mhmhaGrwccscddGTcccs
sscccdcwTrGThhhZmm&mZchTGGrhTdckdGTTwcss
ssccddwTTrGhTTmcmhmTmcTTGrrwTddTkcTwwcss
ssscYwccGkdddcchhTTrTkGrrGwcdYGTwwcccsss
ssscwdddkrkccTTGmrrhrkrGGTwcccwdTwcsssss
sssccThhdrhrkrGrrLrrGGccGGddcwccdccsssss
scsccThGLrrTkdrTGhGGrkkTkcGTThwwccssssss
sccddGGrrTTccdhhhTTckTrrGhcGhhTddccsssss
cccQNNrLGdcTGhhhhdcdTcGwrhccGddccccsssss
cwdq4QGhhdccTdddTdYwcsccrrTNQQcdwwccssss
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))
Jungle Island
[map]sssssssssssssccccacdcdccsccdcsssssssssss
ssscscccccsccdwdhdhGdTTcscdwccscccssssss
sscccwwdddcwTcYcGcGwwccwcGYGTdcTwqccssss
sccqqNdGGhTTcdddkkcccTwTTGwThhdGN2qcssss
scwq3NGLhddccTdGGhddddTddccThLGrNQQcccss
cddGNGrrGGcGTrTGhhhhTddcccTGGrrGGGcdccss
cwdGGTGTrrkrrGrrLrGGGccGTTckrGThhhGdcccs
cwLhhTGhhkkkhTGGrGrkkTTrrrhrkcTThGLddccs
cdGThTTccGrhccTTTTTkrrrGGhrrTdccdddccccs
ccddTdwdcwrrhTccTThchTTGTGhrGTdccwcsssss
ssccdcYcdwTGrrThchhchhhGGGLrwwYddwccssss
sssscccwwTckLrGacZmZmhahTTGrGhwkwcccssss
sssccLGTGdTkGrhhh&m&mmhhTGGrhTkskhhhccss
sccddhhTTwdkGrTmmmmm&mmmTTGrGTcschmcTwcs
scwcddGcwckrrmm&mlllm&mmhTrddccscdhcGwcs
sscscccccrrGThmmmmlmmmmhhGrwcssccdLcGccs
ssssscscTrGTGahm&&m&mhmhaGrwccscddGTcccs
sscccdcwTrGThhhZmm&mZchTGGrhTdckdGTTwcss
ssccddwTTrGhTTmcmhmTmcTTGrrwTddTkcTwwcss
ssscYwccGkdddcchhTTrTkGrrGwcdYGTwwcccsss
ssscwdddkrkccTTGmrrhrkrGGTwcccwdTwcsssss
sssccThhdrhrkrGrrLrrGGccGGddcwccdccsssss
scsccThGLrrTkdrTGhGGrkkTkcGTThwwccssssss
sccddGGrrTTccdhhhTTckTrrGhcGhhTddccsssss
cccQNNrLGdcTGhhhhdcdTcGwrhccGddccccsssss
cwdq4QGhhdccTdddTdYwcsccrrTNQQcdwwccssss
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))
-
- Posts: 45
- Joined: January 24th, 2007, 3:04 am
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.
Raining logic should be reigning, logically.
- Thrawn
- Moderator Emeritus
- Posts: 2047
- Joined: June 2nd, 2005, 11:37 am
- Location: bridge of SSD Chimera
...I see hills...in fact, there are large groups of hills together, whereas the forests are usually layed out in a linetheothercolin 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.
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...
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
- F8 Binds...
- Saurian Cartographer
- Posts: 622
- Joined: November 26th, 2006, 3:13 pm
- Location: Mid-Western United States
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!
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
I am the lone revenant of the n3t clan.
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
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
ssssscscTrGTGahmmm&mmhmhaGrwccscddGTcccs
sscccdcwGrGGhhhZmmmmZchTGGrhTdckdGGTwcss
ssccddwTTrGhGTmcmhmTmcTGGrrwTddTkcTwwcss
ssscYwccGkdddcchhTGrTkGrrGwcdYGTwwcccsss
ssscwdddkrkccTGGmrrhrkrGGTwcccwdTwcsssss
sssccThGdrhrkrGrrLrrGGccGGddcwccdccsssss
scsccdhGLrrGkdrTGGGGrkkTkcGGThwwccssssss
sccddGGrrTTccdhhGTTckTrrGhcTGhTddccsssss
cccQNNrLGdcTGGTGhdcdTcGwrGccGddccccsssss
cwdq4QGhhdccTdddGdYwcsccrrGNQQcdwwccssss
ccwdqcddTwTwYkcwdwwdccschLrN1qcddwccssss
scddwccdTcccTkcdwGwwwdccwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss
[/map]

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
ssssscscTrGTGahmmm&mmhmhaGrwccscddGTcccs
sscccdcwGrGGhhhZmmmmZchTGGrhTdckdGGTwcss
ssccddwTTrGhGTmcmhmTmcTGGrrwTddTkcTwwcss
ssscYwccGkdddcchhTGrTkGrrGwcdYGTwwcccsss
ssscwdddkrkccTGGmrrhrkrGGTwcccwdTwcsssss
sssccThGdrhrkrGrrLrrGGccGGddcwccdccsssss
scsccdhGLrrGkdrTGGGGrkkTkcGGThwwccssssss
sccddGGrrTTccdhhGTTckTrrGhcTGhTddccsssss
cccQNNrLGdcTGGTGhdcdTcGwrGccGddccccsssss
cwdq4QGhhdccTdddGdYwcsccrrGNQQcdwwccssss
ccwdqcddTwTwYkcwdwwdccschLrN1qcddwccssss
scddwccdTcccTkcdwGwwwdccwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss
[/map]
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
- Location: Kazakh
- Contact:
A good drake player will be untouchable on this map. Pure drakish domination.
Nice aesthetic though. It'd make a good campaign map.
Nice aesthetic though. It'd make a good campaign map.
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. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
-
- Posts: 211
- Joined: March 18th, 2007, 9:53 pm
- Location: Location, Location!
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:A good drake player will be untouchable on this map. Pure drakish domination.
Thanks, I was actually thinking about making a campaign because my maps tend to look nice, but be unbalanced.Doc Paterson wrote:Nice aesthetic though. It'd make a good campaign map.
Yes, I remember you also.Darn Penguin wrote:I rembember seeing you guys playtesting this on the server!
Does any one have any ideas of how to eliminate the unfair advantage that flyers have?
- F8 Binds...
- Saurian Cartographer
- Posts: 622
- Joined: November 26th, 2006, 3:13 pm
- Location: Mid-Western United States
adding more ford to reduce movement advantage over water.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
I am the lone revenant of the n3t clan.
-
- Posts: 104
- Joined: September 2nd, 2005, 6:06 pm
- Location: portsmouth, u.k.
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.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.
Thanks F8, I'll try that for the next version.F8 Binds... wrote:adding more ford to reduce movement advantage over water.
Indeed. I think that if you add at least some hills cutting through the mountains it would help balancing the map.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.
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.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
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
[map]sssssssssssssccccacdcdccsccdcsssssssssss
ssscscccccsccdwdhdhGdGTcscdwccscccssssss
sscccwwdddcwTcYcGcGwwkcwcGYGTdkTwqccssss
sccqqNdGhhTTcdddkkcccTwTTGwThhdGN2qcssss
scwq3NGLGddccTdGGGddddGddccGGLGrNQQcccss
cddGNGrrGGcGTrTGhGhhTddkccTGGrrGGGcdccss
cwdGGGGTrrkrrGrrLrGGGccGTGckrGGhhGGdkccs
cwLhGTGhhkkkGTGGrGrkkTTrrrhrkcTThGLddkcs
cdGThGGkcGrGccGGTGTkrrrGGhrrGdccGGdckccs
ckddGdwdcwrrhTckGThcGGTGTGhrGTdcckcsssss
ssckdcYcdwTGrrGGchhcGhGGGGLrwwYddwkcssss
sssscccwwGckLrGacZmZhhahTGGrGGwkwckcssss
ssskcLGTTGdkGrhhhmmhmmhTGGGrhTkskGGhccss
sccddGhTGwdkGrTmh&&&hmhhTGGrGGcscGmcTwcs
scwkddGcwckrrhmh&lll&mmmhGrddckkkdGcGwcs
sscsckckkrrGThmm&&l&&mhhhGrwcssccdLcGccs
ssssskscTrGTGahmhm&mhhmhaGrwccskddGTcccs
sscccdcwLrGGhhhZmmhhZchTGGrGTdkkdTGTwcss
ssccddwTTrGhGTmcmhmTmcTGGrrwGGdhkkGwwcss
ssscYwccGkdddkchhTGrTkGrrGwcdYGGGwkkckcc
ssscwdddkrkccTGGmrrhrkrGGTwcckwdGwcddGdc
sssccThGdrhrkrGrrLrrGGccGGddkwckGkckGLdc
scsccdhGLrrGkdrTGGGGrkkTkcGGTLGwcckdThhc
sccddGGrrTTccdhhGTTckTrrGhkTGhTddcccddkc
cccQNNrLGdcTGGTGhdcdTcGwrGccGddccccscccc
cwdq4QGhhdccTdddGdYwcsccrrGNQQcdwwccsscs
ccwdqcddTwTwYkcwdwwdccschLrN1qcddwccsscs
scddwccdTcccTkcdwGwwwdckwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss[/map]
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
[map]sssssssssssssccccacdcdccsccdcsssssssssss
ssscscccccsccdwdhdhGdGTcscdwccscccssssss
sscccwwdddcwTcYcGcGwwkcwcGYGTdkTwqccssss
sccqqNdGhhTTcdddkkcccTwTTGwThhdGN2qcssss
scwq3NGLGddccTdGGGddddGddccGGLGrNQQcccss
cddGNGrrGGcGTrTGhGhhTddkccTGGrrGGGcdccss
cwdGGGGTrrkrrGrrLrGGGccGTGckrGGhhGGdkccs
cwLhGTGhhkkkGTGGrGrkkTTrrrhrkcTThGLddkcs
cdGThGGkcGrGccGGTGTkrrrGGhrrGdccGGdckccs
ckddGdwdcwrrhTckGThcGGTGTGhrGTdcckcsssss
ssckdcYcdwTGrrGGchhcGhGGGGLrwwYddwkcssss
sssscccwwGckLrGacZmZhhahTGGrGGwkwckcssss
ssskcLGTTGdkGrhhhmmhmmhTGGGrhTkskGGhccss
sccddGhTGwdkGrTmh&&&hmhhTGGrGGcscGmcTwcs
scwkddGcwckrrhmh&lll&mmmhGrddckkkdGcGwcs
sscsckckkrrGThmm&&l&&mhhhGrwcssccdLcGccs
ssssskscTrGTGahmhm&mhhmhaGrwccskddGTcccs
sscccdcwLrGGhhhZmmhhZchTGGrGTdkkdTGTwcss
ssccddwTTrGhGTmcmhmTmcTGGrrwGGdhkkGwwcss
ssscYwccGkdddkchhTGrTkGrrGwcdYGGGwkkckcc
ssscwdddkrkccTGGmrrhrkrGGTwcckwdGwcddGdc
sssccThGdrhrkrGrrLrrGGccGGddkwckGkckGLdc
scsccdhGLrrGkdrTGGGGrkkTkcGGTLGwcckdThhc
sccddGGrrTTccdhhGTTckTrrGhkTGhTddcccddkc
cccQNNrLGdcTGGTGhdcdTcGwrGccGddccccscccc
cwdq4QGhhdccTdddGdYwcsccrrGNQQcdwwccsscs
ccwdqcddTwTwYkcwdwwdccschLrN1qcddwccsscs
scddwccdTcccTkcdwGwwwdckwwddNdwwdccsssss
scccwcccccssccdThhGLGTddccccdddccccsssss
sscscscsssssscTchchcTcdccsssccccssssssss[/map]