MidgardWyrdsea [2.0] is submitted for review.

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MidgardWyrdsea [2.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 3:33 pm

New map: MidgardWyrdsea [2.0] by Tim.
Map editor link: MidgardWyrdsea [2.0]


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Re: MidgardWyrdsea [2.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 3:37 pm

My next Creation placed in the Northeastern Corner of the Midgardmap. ;) Its in an early Phase. Feedback Welcome. Not for playing at the Moment. I try to balance it for 2-4 Players.
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Re: MidgardWyrdsea [2.0] is submitted for review.

Postby KGB » Tue Nov 10, 2015 5:44 pm

Interesting idea. If you keep it as a 1v1 or 2v2 map only (ie no FFA mode) it might work.

Here's what might work. Move the White start spot to Kverkajurd and put that city on the river (with a port) either by moving it to the right or expanding the river. Then move the Green capitol to Geltin (south of where it is now) and the Orange capitol to Skadre Huldre (on the coast) and Black capitol up slightly to Drakargard. That gets the 4 start spots more or less centered around the circular bay area.

Then add cities in behind the capitols (Black/White already have plenty, just need some more for Orange/Green) so that players expand away from each other but have their capitols at key water access points to promote conflict.

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Re: MidgardWyrdsea [2.0] is submitted for review.

Postby Tim » Tue Nov 10, 2015 7:45 pm

Thx for the Ideas. But why no FFA?
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Re: MidgardWyrdsea [2.0] is submitted for review.

Postby KGB » Tue Nov 10, 2015 8:14 pm

FFA will depend on how the map ends up in terms of city / ruin / site / road / terrain distribution.

If you know you only allowing 1v1 and 2v2 you don't have to evenly distribute everything for 4 players, you only have to do it for a team (ie can let team mates share sites / roads).

Many maps that are fine for FFA games are bad for team games and vice versa. Trying to allow every possible game type often means a boring map (ie mirror).

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