MidgardWyrdsea [3.0] is submitted for review.

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MidgardWyrdsea [3.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 8:34 pm

New map: MidgardWyrdsea [3.0] by Tim.
Map editor link: MidgardWyrdsea [3.0]


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Tim
 
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Re: MidgardWyrdsea [3.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 8:59 pm

Ok KGB. I do the Changes you say with the Starting Positions. I added a few Ruins and Ports(too much?) already. And some Roads in the Northeast. I want that you can play the Map as a 1v1, 2v2 and FFA4. The Thing i do is that i changed the possible Production in the Capitols. Black can not make Elfs, Wolfriders, Cavs. White not Elfs, Wolfs and Dwarfs. Orange not Elfs and Dwarfs. Green not HCav, Dwrafs and Giants.
Its all in the Beginning but i will do something different this Way.

I dont add more Cities at the Moment. I think there are enough for each side at the Moment? I think each side has at the Moment 6-7 Cities to reach in most cases first...

One Thing im thinking about at the Moment is
Between Orange and White is not much Space. SO i try to keep them away and dont add any Bridge or Something at Friedborg. But i think its not enough...

I also think about add one more City west or North of Geltin...
Tim
 
Posts: 484
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Re: MidgardWyrdsea [3.0] is submitted for review.

Postby KGB » Tue Nov 10, 2015 9:55 pm

A few things.

1) It would be best if you setup the 1v1 and 2v2 starts instead of leaving them random. That gets rid of bad combos.
2) I strongly suggest making 2 squares worth around the Black capitol as 'open' terrain. This prevents the Dwarf abuse where you move 8 squares per turn on hills with Dwarves because they treat hills like roads. The 2 squares means they use half their movement when they get made before they reach hills. It also helps in low gold starts where you can't afford a Dwarf and are stuck moving slowing by scout because now at least 2 squares are non hills.
3) Remove the hills above Orange start spot (or make a path through). He has to go over forest AND hills to reach the plains. No other start spot has to go over 2 terrain types.
4) I agree about Orange/White. I would extend the river by Isajrud all the way to the hills. That means if White moves to reach Isajurd he must travel on the hills (or snow) for at least a couple of squares or more.
5) White has 2 pretty quick cities to he to the Southwest. Reached by open terrain and the 2 cities are right next to each other. Is there are reason they are *that* close?
6) Green player has no L3 ruins to reach while the others all have 1 or more. Might want to add a L3 for Green to reach.
7) The L3 ruin on the island needs a port in case you get Devils/Medusas etc.
8) Are you going to add any income buildings? That can help balance things out by giving some good money sites to someone with a tougher start / fewer cities.
9) If you are adding another city, add it west of Geltin on the coast of the inner water area and give it a port.

KGB
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Re: MidgardWyrdsea [3.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 10:15 pm

Thx. Its only beta KGB. I make the Setup manuel for sure. The Cities are mostly placed there where they are because its a Map from a Pen and Paper RPG. ;) Thanks for the beginning. I will work a lot more on the Map now. Good to have a first feedback. :)
Tim
 
Posts: 484
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