Illuria balanced [2.0] is submitted for review.

Discuss maps and help map makers make the best possible maps.

Illuria balanced [2.0] is submitted for review.

Postby piranha » Sun Oct 25, 2015 7:35 pm

New map: Illuria balanced [2.0] by piranha.
Map editor link: Illuria balanced [2.0]


Image
User avatar
piranha
Site Admin
 
Posts: 1185
Joined: Fri Feb 12, 2010 9:44 pm

Re: Illuria balanced [2.0] is submitted for review.

Postby piranha » Sun Oct 25, 2015 7:50 pm

Changes:

Added a couple of start settings for 1 vs 1, 2 vs 2, 4 vs 4 and 2v2v2v2.

Map changes:
White start is now in the city north of the normal start and the gap in the mountain to the left is closed.
A new dock is added close to the white capital.

The border between orange and teal is more difficult to pass and the city has moved north of the pond.
There are several tiny changes, roads that are changed by one tile or so just to get a bit more distance. Usually orange start is killed if teal and blue are on another team so the goal is to give that start a bit more breathing room.

2 of the horse lord cities at teals start are now guarded by heavy cav.
The mountain between orange and teal start is thicker and the lvl 1 ruin is closer to teal start.

The move temple is gone and a new strength temple is added to the right in the swamp.

The city north east from yellow start is slightly closer to the road.

2 new cities have been added center left on the map.

The strength bless temple the sits in a cross has moved to be located closer to where there is often a lot of players fighting about. Where the temple was before is a lvl 2 ruin.

The mountain surrounding the citadels is thicker to make it harder to fly between the citadels and teal start.

The lvl 2 ruin top right moved a bit to the left.

A dock place has been added in the new river between the land of red/black and teal which makes the water canal more accessible.

The bless temple close ot yellow start is now a UL bless temple.

There is a mountain chasm fr the road between green ad yellow start that can be guarded.
User avatar
piranha
Site Admin
 
Posts: 1185
Joined: Fri Feb 12, 2010 9:44 pm

Re: Illuria balanced [2.0] is submitted for review.

Postby KGB » Sun Oct 25, 2015 9:51 pm

Nice changes. The extra starting setups are going to be really helpful on this map so it plays differently depending on which starting setup you use.

I applaud the decision to move the White capitol to where it belongs. The original game put the White capitol in that location for players to play a difficult setting in solo mode vs the AI. It was never meant for multi-player play.

If you are worried about Orange/Teal why not move the Orange capitol to the next city to the left at the entrance to the mountains (Limeat). That puts it further apart and less easy to raid between them.

Not sure the Yellow capitol had to move. It will be interesting to see how that works out

KGB
KGB
 
Posts: 3028
Joined: Tue Feb 16, 2010 12:06 am

Postby StalkerXey » Sun Feb 07, 2016 12:46 pm

StalkerXey
 
Posts: 1
Joined: Sun Feb 07, 2016 11:59 am

Re: Illuria balanced [2.0] is submitted for review.

Postby smursh » Wed Feb 10, 2016 2:06 am

Maybe it's just me but the orange capitol still seems to start really fast in every game I've played on the map. Gives whichever team has that start a bit of an edge. Still much better balanced than the original map.
smursh
 
Posts: 437
Joined: Sat Dec 24, 2011 4:05 am

Re: Illuria balanced [2.0] is submitted for review.

Postby KGB » Wed Feb 10, 2016 2:40 pm

Probably because if the starting gold is high enough to afford Dwarf production the hills turn into roads allowing Orange to rocket around the central area of the map especially since there is a move bless site right there.

Might be worth while removing the hills along the mountains that connect to the strength city (left of the Orange capitol). Also the hills south of Orange start area (the ones right of Ubar that allow walking beside that river to get to Citadel of Fire/Ice cities) probably need to change to swamp/forest.

Then Dwarves must move on other terrain part of the time. Otherwise they are 1 turn 20 strength expansion units that move 8-10 squares a turn (equivalent of 16-20 regular movement).

KGB
KGB
 
Posts: 3028
Joined: Tue Feb 16, 2010 12:06 am

Postby giddion » Tue Jun 07, 2016 12:33 pm

giddion
 
Posts: 1
Joined: Mon Jun 06, 2016 2:01 am

Postby Greppet » Fri Nov 03, 2017 10:41 am

Greppet
 
Posts: 1
Joined: Thu Nov 11, 2010 5:17 pm

Re: Illuria balanced [2.0] is submitted for review.

Postby Moonknight » Sun Nov 05, 2017 1:49 pm

Could you create set 3v3 start as well?
Moonknight
 
Posts: 784
Joined: Tue Dec 07, 2010 2:57 am

Postby KazaGontae » Thu Jan 14, 2021 12:50 pm

KazaGontae
 
Posts: 3
Joined: Mon Jan 04, 2021 4:22 am


Return to Map feedback

Who is online

Users browsing this forum: No registered users and 4 guests

cron
Not able to open ./cache/data_global.php