Ending Of The Ice Age (2p map)

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Xero D-g X
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Joined: December 26th, 2008, 7:20 pm

Ending Of The Ice Age (2p map)

Post by Xero D-g X »

OFF-TOPIC
hello guys....well...I have around 4 years playing this game...I have even taugh to my lil brother to play this (and he is trying to learn some WML as I do so we can create some campaings).....

ON-TOPIC

ok...this its my first map that I have created....the size of this map its 28 x 31 hex.

Image

if the map have some issues...it doesnt have a good balance..or anything..you can tell me....so I can fix it....ok.....enjoy
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Rex Umbrarum
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Re: Ending Of The Ice Age (2p map)

Post by Rex Umbrarum »

:shock: Too... much... sand
I think it would be far too easy for Drakes to defend the North side.
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Thanatos
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Re: Ending Of The Ice Age (2p map)

Post by Thanatos »

I think you should take a look at this: Guide for designing MP maps

Best way to find if there's something wrong with the map is still: playtest.
Play the map with different factions against various opponents and see what happens.
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cobra
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Re: Ending Of The Ice Age (2p map)

Post by cobra »

Dwarves would so have it easy on this map. Once they start losing then they just go into the caves and never get killed.
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Xero D-g X
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Re: Ending Of The Ice Age (2p map)

Post by Xero D-g X »

guess wass´t a good map after all :lol2: :lol2: ...well...thanks ffor the suggestions...hmm...I will edit the map.....I promise to upload the changes on monday ...so.....hmm.....nada....let see how it goes.......


PD: Rex was right.....even tough was a good match (56 turns)....Drakes killed humans ....even tough humans were in killing spread... they couldn´t pass the little sand island...so I´ll see what can I do about that
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F8 Binds...
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Re: Ending Of The Ice Age (2p map)

Post by F8 Binds... »

Dwarves would so have it easy on this map. Once they start losing then they just go into the caves and never get killed.
There are only 2 villages in the cave- units would not be able to sufficiently heal well enough to hold in the cave for an extended period of time, and would be severely outnumbered due to only being able to control 2 out of the many villages on the map. A nuisance for sure, but they eventually WILL GET KILLED, regardless of how many units they have in the cave, the level of the units in the cave, or what faction they are facing. Also, the leader can't recruit in the cave because there are no castle hexes to accompany the keep hex.

-----> As for the map...

There are a good number of critical errors here that make the map fall below the standard for balance. A good deal of these are affected by the theme of the map. The theme isn't the problem- it's that your theme is encroaching on the balance of the map. You should stick with your theme here, and try to make it work better as to be more balanced.

For instance- I see here you want to show here the idea of snow melting, the creation of deserts, pools of water forming, etc. To show this, you put large blobs of desert, sand, deep water, forest, snow, and ice on the map. By doing that, you have inhibited the traffic flow of the map (Ability for units to traverse the terrain between important parts of the map...) and thus highly favored Drakes as a faction due to their high mobility and ability to glide, and because they have saurians which can roam through the central sand region of the map with 1MP and 60% defense. That is especially critical because Drakes can attack and kill units, and run away to heal in villages or to avoid damage/death without the opponent being able to retaliate.

Another side effect- you have forgotten to put a more even spread of hills and mountains on the map, causing Knalgans as a faction to be severely impaired on defense. (Especially their dwarves- the best defense dwarves have on spots in most of the very critical regions is 30%)

So to better the map, I suggest you do a few things. The first of which is to spread out your terrain- not so that it is an unrecognizable wasteland, but so that it is a complete landscape. Make sure that elves have forests (and that dwarves have mountains/hills...) across the map to defend villages, launch off of to attack positions, so that they function as a faction properly. Try to make it so that there is 1MP terrain (any grassland alias) leading up to, from, and inbetween most important areas on the map so that all factions (loyalists, undead, and northerners in particular) have equal opportunities and so that no particular faction is favored on the map.

(On a different note- I suggest that you take out the bridges and replace them with ford, and that castles are replaced with encampments- it does not seem natural if you are depicting an environment around our world's ice age that there would be such in the world yet. Cavemen simply don't build castles and bridges, do they? :P )
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Xero D-g X
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MAP UPDATED

Post by Xero D-g X »

MAP UPDATED (29/12/08)

hmmm...there were few changes....as far as I tested...it turned out to be a more reliable map............hope the changes were for good....and thanks for the replies......Ill keep working on this map....so please...keep posting any issues
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Jequ
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Re: Ending Of The Ice Age (2p map)

Post by Jequ »

So to better the map, I suggest you do a few things. The first of which is to spread out your terrain- not so that it is an unrecognizable wasteland, but so that it is a complete landscape. Make sure that elves have forests (and that dwarves have mountains/hills...) across the map to defend villages, launch off of to attack positions, so that they function as a faction properly. Try to make it so that there is 1MP terrain (any grassland alias) leading up to, from, and inbetween most important areas on the map so that all factions (loyalists, undead, and northerners in particular) have equal opportunities and so that no particular faction is favored on the map.
I suggest you to follow this piece of advice more. And the grassland path you made is very narrow and player 2 can easily block that patch by keeping units in the 2 villages next to each other. And there is still too much snow and sand which favors drakes and saurians.

But this is an improvement :)
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