Split Second

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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theothercolin
Posts: 45
Joined: January 24th, 2007, 3:04 am

Split Second

Post by theothercolin »

[map]
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Basically, real simple, real quick, allows you to split up your forces to have a stronger day/night defense/offense. The villages in the back are to allow for a little more income and the villages are spaced(hopefully) so that even if player 3 doesnt recruit many/any scouts they should be able to take all the villages on their side. The keeps on the side are to allow any leader to take both villages then make a recruit on the keep and continue to move back to the center or stay on the end. Any ideas are welcome and thoughts are always appreciated.
Raining logic should be reigning, logically.
Clonkinator
Posts: 676
Joined: July 20th, 2006, 4:45 pm
Location: Germany

Post by Clonkinator »

It would actually be helpful to know which version of Wesnoth this map is for... 1.2? 1.3? That's a general problem with user-made maps published in the forum though. Too many people just don't think about telling anyone the version of Wesnoth their maps are for.
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Doc Paterson
Drake Cartographer
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Post by Doc Paterson »

At a glance, the balance looks pretty good. Some areas strike me as a little aesthetically "simple," like the vertical cave strips (if it were me, I'd ornament the sides of the barriers a bit, either to give them more of a cave feel by flanking them with mixed cave terrain, or, making them impassible mountains and blending in mountains and hills on either side.) Likewise, it might be nice to dress up the far north and far south a bit. I've always liked the look of adjacent tropical/pine forest though, for whatever reason- Points for that. ;)

Another small thing I just spotted- You have lava in the south, chasm in the north, in place of the lava. Chasm and Lava are not exact aliases. Lava does "illuminate," so it'll power up Drakes fighting there at night. You might want to make them both chasm, or both lava.

But anyways, nice job.
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.
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theothercolin
Posts: 45
Joined: January 24th, 2007, 3:04 am

Post by theothercolin »

@Clonkinator
Sorry, forgot about that. Its v1.2.

@Doc
I didnt notice before that the lava did that :shock: and now its been changed to all chasm.

Taking some from Docs words, some from limited testing and other things I noticed, there are a few changes I have made. One in particular is the use of the road in place of grassland on the bottom half, I think it gives the map a different feel and when playing gives you a visual cue of the areas. Also the middle lacked anything interesting and so I moved it to this, giving most 60% with only one move. This is just one revision I have taken. I am only partial to the different type of 'grass' terrain on each side. Just seeing what everyone thinks.

Also, I moved some of the villages around to limit the need to recruit too many scouts, which was a problem in earlier versions. And moved around some keeps to make the 4 move leaders not require two turns to make it back around to the original keep after taking the two back villages. Also tried to spice up the back areas a little bit.

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[/map]
Raining logic should be reigning, logically.
Clonkinator
Posts: 676
Joined: July 20th, 2006, 4:45 pm
Location: Germany

Post by Clonkinator »

theothercolin wrote:@Clonkinator
Sorry, forgot about that. Its v1.2.
Ah, ok. Then I'll definitively have a look at it.
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