The Multiplayer Map Reader's Digest
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- Doc Paterson
- Drake Cartographer
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Re: Weldyn Channel
You should read the changelogs. The drakefly movetype was changed to recieve a -2 penalty over deep water. The Weldyn change is an anti-drake measure, and I don't think it's at all true that the center is actually more of a drake refuge now than it was then. It is infinitely easier to trap a drake hanging out in the center, and there are significantly more easily accessible attack hexes for a water unit against a center-dwelling drake.grrr wrote:I fail to see the advantages of the new center area on Weldyn Channel. No regular land unit can reach it, you need fliers or naval units to get there. OK, so drakes can now retreat there, but was that necessary at all?
To me it looks like some more advanced strategies on this map have been killed. I liked the possibilities to attack from center or to reinforce your other side quickly =(
I only put the bridge in there originally because it was to be an anti-drake measure (allow land units to disrupt drakes hanging out in the center), and it turned out to be just the opposite. Drakes abused the fact that opposing units couldn't easily ZOC them in the middle bridge, and used it as a launching point to easily strike whichever side the enemy was weakest on. Yes, Drakes are supposed to do this to some extent, but in this case, it was too extreme. Against Undead it was heinously unbalanced, and was probably askew (though less so) against Elves and Northerners.
So, the bridge is absolutely not returning. The only way that I can see something like that being adequately balanced would be if it became a "tunnel," bordered with cave wall or impassible mountain terrain. Sounds like an eyesore to me.
Honestly, this map has been a balancing problem from day one. It's come a long way of course, and I think that these new changes (in response to and in tandem with the movetype change) both simplify and improve things quite a bit. The side areas have become slightly more complex, and I think that that will fill in some of the variety that is lost with the bridge.
Last edited by Doc Paterson on November 21st, 2007, 9:59 pm, edited 3 times in total.
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
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
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They didn't get in there before the deadline, but they ought to make it for 1.3.12.hiro hito wrote:are all updates in the 1.3.11 version? or just in ZIP archive?
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
- Doc Paterson
- Drake Cartographer
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- Joined: February 21st, 2005, 9:37 pm
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Boucman wrote:how about adding broken bridges....
a hex of shallow water in the middle of the bridge to burn up some MP...
I'm not sure how that would improve things from an anti drake standpoint, but maybe I'm not accurately envisioning what you're describing. (Drakes don't have a movement penalty over shallow water.)
Post up a screenshot if you're so inclined.
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
- Doc Paterson
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It occurs to me that I should have posted this about a week ago.
(Several people already have it though.)
This is the current version of The Freelands, as it will appear in the next release.

This is the current version of The Freelands, as it will appear in the next release.
- Attachments
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2p_The_Freelands.map
- (13.86 KiB) Downloaded 378 times
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
Re: The Multiplayer Map Reader's Digest
I loved the start of this thread, I loved picking over each of the changes and being able to understand why it makes the map better. It goes along way to teaching other people how to make Great maps instead of just something that can be played. Its really a shame your file hosting service doesn't let me see any of the files you posted, would be nice to get these all moved to the wesnoth server.
About Grr's comment on the blitz change, the answer is simple just don't play drake on blitz anymore, and you won't care that the bridge is gone.
About Grr's comment on the blitz change, the answer is simple just don't play drake on blitz anymore, and you won't care that the bridge is gone.
Re: The Multiplayer Map Reader's Digest
I like the changes to Weldyn Channel (formerly blitz) since 1.2, Primarily I'm glad to see that the water village is gone, making it much easier for Knalgans who can't deal well with water on multilayer maps.
That and I never liked the island anyway
That and I never liked the island anyway
- Doc Paterson
- Drake Cartographer
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Re: The Multiplayer Map Reader's Digest
I'll repost these 1v1 updates, seeing as they were lost in the Great Forum Death.
Some of these are already in the 1.5 branch, but I'm posting the lot here as a convenience to stable players.
Some of these are already in the 1.5 branch, but I'm posting the lot here as a convenience to stable players.
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1v1 updates.zip
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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
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
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Re: The Multiplayer Map Reader's Digest
Oops. 
A few days ago I drafted some additional small changes to Den of Onis and Sulla's Ruins, but forgot to include the completed versions in the above bundle.
Here they are, for the interested. Both of these will work for 1.4 or 1.5 line.

A few days ago I drafted some additional small changes to Den of Onis and Sulla's Ruins, but forgot to include the completed versions in the above bundle.
Here they are, for the interested. Both of these will work for 1.4 or 1.5 line.
- Attachments
-
oops.zip
- (1.94 KiB) Downloaded 359 times
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
- ArtillaryGoat
- Posts: 64
- Joined: November 26th, 2004, 7:00 pm
- Location: Somewhere in the Aussie sky...
Re: The Multiplayer Map Reader's Digest
Hi,
I only just noticed that Isar's map has gotten smaller, does anyone know the reason for this?
I like the map for it's close combat and quick play, but it seems that leaders with MP of 6 have turned into a large advantage, being able to bring them into the battle without sacrificing recruiting.
I only just noticed that Isar's map has gotten smaller, does anyone know the reason for this?
I like the map for it's close combat and quick play, but it seems that leaders with MP of 6 have turned into a large advantage, being able to bring them into the battle without sacrificing recruiting.
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
- Location: Kazakh
- Contact:
Re: The Multiplayer Map Reader's Digest
I'm not sure why you think it's gotten smaller. To the best of my memory, it's been in its current state for a very long time. Becephalus is actually working on a version that is slightly larger.ArtillaryGoat wrote:Hi,
I only just noticed that Isar's map has gotten smaller, does anyone know the reason for this?
I like the map for it's close combat and quick play, but it seems that leaders with MP of 6 have turned into a large advantage, being able to bring them into the battle without sacrificing recruiting.
Perhaps you saw a user-modified version on the server?
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
- ArtillaryGoat
- Posts: 64
- Joined: November 26th, 2004, 7:00 pm
- Location: Somewhere in the Aussie sky...
Re: The Multiplayer Map Reader's Digest
Well, besides this last week I haven't played Isar's for a while. I imagine it has been like this for some time.
Hmm, I've been sifting through the changelog and there have been no changes since at least 1.2.x (All changelogs before 1.3 seem to be broken)!!!!
Well, Consider the map here:

For Area 1, I recall it looking like this:

As for Area 2, I remember there being a row of grassland seperationg the village from the center hills and forests.
Well it wasn't that long ago that I removed all my add-ons 'cause Wesnoth was acting up, perhaps these add-ons replaced my official version of Isar's Cross?
Hmm, I've been sifting through the changelog and there have been no changes since at least 1.2.x (All changelogs before 1.3 seem to be broken)!!!!
Well, Consider the map here:

For Area 1, I recall it looking like this:

As for Area 2, I remember there being a row of grassland seperationg the village from the center hills and forests.
Well it wasn't that long ago that I removed all my add-ons 'cause Wesnoth was acting up, perhaps these add-ons replaced my official version of Isar's Cross?
- TheChosenOne
- Posts: 247
- Joined: April 7th, 2006, 8:26 am
- Location: Royal Palace, Weldyn St. 01, Wesnoth 123 456
Re: The Multiplayer Map Reader's Digest
This map seems to be smaller than usual IMHO...are you sure you're not playing a user-modified version of Isar?
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation