Temuchin Khan's maps - Cormoran Island Flux

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Temuchin Khan
Posts: 1745
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Update

Post by Temuchin Khan »

When I posted the first Agaia map, I said that I retained the right to write stories set in this world. I just wanted to mention that last year I did start writing one. Not sure when it will be finished--not so much writer's block as choosing between different possible ways I could develop it. But I do have over 50,000 words, so some progress has certainly been made. I'll post about it here once it's finished.
User avatar
Temuchin Khan
Posts: 1745
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Agaia Redux & Ultima & Midlands

Post by Temuchin Khan »

O.K. I made a few minor changes with no impact on gameplay and made a 1.14-compatible version of Agaia Ultima.
Agaia_Ultima_for_1.14.zip
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User avatar
Temuchin Khan
Posts: 1745
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Agaia Redux & Ultima & Midlands

Post by Temuchin Khan »

O.K. I have here a new version of Cormoran Island, dubbed Cormoran Island Flux. I have eliminated two villages, an oasis, a dry dirt, a rubble, a cave floor, and a dry grass. In their place, I added one village, five oases, two castle spaces, a sand dune, and a cave path. I also changed one village from a tent village to a cave village. Players 3 and 9 are the ones most impacted by these changes.

Here it is:
Cormoran Island Flux.png
9p_Cormoran_Island_Flux.map.zip
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