MP map: Massive Invasion Enhanced

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Derekkk
Posts: 64
Joined: April 25th, 2007, 5:43 pm

MP map: Massive Invasion Enhanced

Post by Derekkk »

This is an enhanced version of the map massive invasion(MI). As in MI, waves of enemies come out from the six corners every few turns. Player 1-6 each control a hero and the point of the game is to defend player 8 (controlled by ai) from the enemy(player 7, ai). Upgrading of your hero is possible at the shops, so altogether this is like a mix of Colosseum and DotG. The map has been completely refurbished and quite a few other nice features have been added. I can write out all the changes here but I thought that would spoil the fun. So no.

However, I would love to hear some comments on the difficulty of the map, and any suggestions concerning possible improvements are very welcome.

My experience is that it's best to be played with each human player controlling 2 heroes, mainly because of the amount of cooperation required. Single player is also good. For the settings, just use the default one. The era is massive invasion era.

Credits to FlameTrooper for the original map. Also for plenty of others whose maps' code has been half-stolen by me. These include Baufo, Myth, Bob_The_Mighty, Elvish Pillager.... No harm's intended :)

The map here is just to catch eyes :) The attachment has to be downloaded to make it work.

[map]
ssssssssssssssssssssssssssssss
ssssssssssssscccssssssssssssss
ssssssssssscckkkccssssssssssss
ssssssssscckkWWWkkccssssssssss
ssssssscckkWWgfgWWkkccssssssss
ssssscckkWWhgfgfgcWWkkccssssss
ssscckkWWdTGrrhhgccwWWkkccssss
scckkWWmGTGhGrwcccwwGhWWkkccss
sckWWmuhEamTTwwkcTmhGrrGWWkcss
sckWmTGmuGmTGkkkkwTGrTThdWkcss
sckWGEhGEcGdhccwwhTrrGGThWkcss
sckWdcGkkkc|cckkYdrddddcdWkcss
sckWccckkhcc\RwwckkccckkkWkcss
sckWcdkugmmkg123GckTcdkddWkcss
sckW][p]gfgch684TcLhGhGmGWkcss
sckWuu[urrd/Rg5hR\GdTdhddWkcss
sckWX[u[[rrgccRccddIdIdJJWkcss
sckWu]]uurhhgh|khhdIJIIPIWkcss
sckW]rgvdfgRghddJIJIIJWkcss
sckWlEuEXuffggRfdddIMIIIMWkcss
sckkWWEuu]uhhRRggdIIBMMWWkkcss
sscckkWW[uuRRggggdJIIWWkkccsss
sssscckkWWRRrfgfggdWWkkccsssss
sssssscckkWWgggggWWkkccsssssss
sssssssscckkWWgWWkkccsssssssss
sssssssssscckkWkkccsssssssssss
WWWWWWWWWWWWWWkWWWWWWWWWWWWWWW
WWWWWuWWWWWWWWWWWWWWWWWuWWWWWW
WWWWWWWWWWlD]XWX]DlWWWWWWWWWWW
WWWWWuWWWWl[oXoXo[lWWWWuWWWWWW
WWWWWWWWWlluXlllXullWWWWWWWWWW
WWWWWuWWWlluXl7lXullWWWuWWWWWW
WWWWWWWWWlluXXlXXullWWWWWWWWWW
WWWWWWWWWWlluuXuullWWWWWWWWWWW
[/map]

Edit: the map and the code have been updated. Some of the forests and hills have swapped places in order to increase the usefulness of elves. The default xp-modifier has been set to 70%. Also some minor changes in enemies.

Edit2: Included 2 new features, as described in my other post in this thread.
Attachments
Massive_Invasion_Enhanced.zip
zip file of massive invasion enhanced
(15.05 KiB) Downloaded 241 times
Last edited by Derekkk on July 1st, 2007, 10:06 pm, edited 2 times in total.
Phoenix
Posts: 25
Joined: April 17th, 2007, 10:43 pm
Location: Duh, in front of the computer.

Post by Phoenix »

shouldn't the desert section have a road through it? it seems like it might be difficult for the ai or a player to cross without.
This would have something cool if i actually had anything intersting to say or write.
Derekkk
Posts: 64
Joined: April 25th, 2007, 5:43 pm

Post by Derekkk »

Thanks for the suggestion. I didn't add in the road because I didn't want the enemies from all the six corners to reach the castle at the same time(and cause an onslaught early on in the game). But I will think about it...

Keep the suggestions/opinions coming :)
Troy
Posts: 152
Joined: May 9th, 2007, 12:55 am
Location: some where,but not sure where
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Post by Troy »

why is there swamp next to 2 and 3s keeps?

I think there should be a road and bridge next to their keeps :wink:
well, all for the better good than for the bad good.

new forum
Derekkk
Posts: 64
Joined: April 25th, 2007, 5:43 pm

Post by Derekkk »

Following suggestion from Weeksy and Nosmos, I have updated the map by including 2 new features. The first one is the wrapping of the player back to the castle when he/she reaches the boundary of the map. This, hopefully, will facilitate more fighting away from the center castle. The second thing is bonus attacks after killing a enemy unit. I have always wanted to add this but only recently I found a method for doing so without giving the player extra movement points. So there we go...
These two together will make the map easier than before but I have not got the time to play-test it extensively just yet so I can only hope that the difficulty level at the moment is still acceptable. Feel free to voice your opinion here if you think otherwise. :)
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Coaxke
Posts: 127
Joined: June 7th, 2007, 5:08 pm
Location: United States

Post by Coaxke »

i would suggest proposing this map to the creator of the 'Massive Invasion' scenario and see if you can work something out..... or are you the creator (and/or someone that posted in this thread) :shock: ?
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