Pangea [2.0] is submitted for review.

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Pangea [2.0] is submitted for review.

Postby SCIkick » Wed Mar 08, 2017 11:16 pm

New map: Pangea [2.0] by SCIkick.
Map editor link: Pangea [2.0]


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Re: Pangea [2.0] is submitted for review.

Postby SCIkick » Wed Mar 08, 2017 11:22 pm

Added :

8 Capitols are now "powerful"

Added 1 "powerful" neutral and 1 "good" neutral to each capitol starting continent/region.

Added team game setups.

"Gondwana vs. Laurasia" looks fun, pretty much why I made the map.
The other 4v4 is more random set-up

The 3v3 is east vs. west.
The 2v2v2 and 2v2v2v2 are close pair teams.
The 2v2 is opposite corner pairs.
The 1v1 is North America vs. Middle East
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Re: Pangea [2.0] is submitted for review.

Postby KGB » Wed Mar 08, 2017 11:31 pm

Thanks for doing that.

Not sure about Gondwana vs Laurasia though. It's a N/S battle but 2 members of each team are in behind their own teammates. So they won't really do much in the game until quite late because they can't reach any enemy. I'll be curious to see how that plays vs normal 4v4 games where all 4 players are involved early.

One thing to note. I am playing a test game on this map now. The Rivers have VERY limited crossings. In many places I click on a city on the other side of a river and it's 6-10 turns to walk around to reach it. This means the Sorceress with her ability to fly stacks over rivers is going to be absurdly powerful and a must have for anyone trying to launch invasions of other nations.

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Re: Pangea [2.0] is submitted for review.

Postby SCIkick » Wed Mar 08, 2017 11:51 pm

I purposely made the rivers dividing continents hard to cross, you can't invade a neighboring continent until you gain some power heroes and units.
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Re: Pangea [2.0] is submitted for review.

Postby KGB » Thu Mar 09, 2017 12:40 am

Understood. Top priority in the early game is an Eagle and L2 Barb (even L1 if you find a weak neutral) so you can get a point city on the other side of a River to vector into. If you do that first before your neighbor does it to you they are toast.

Later it will be a L3 Sorceress for flying whole stacks across to launch invasions the enemy can't see coming.

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Re: Pangea [2.0] is submitted for review.

Postby KGB » Wed Apr 26, 2017 12:16 am

Played a couple games on this latest edition now.

The 'powerful' cities you added aren't well balanced. Some sides get them really close to their capitol city while others do not. This causes problems in 2 ways:
1) Often that Powerful city is right in the middle of the road expansion route (Blue, Cyan since they must expand north cause the Good city is too risky).
2) If you can't handle the city (Mammoth) it just kills initial expansion for that side because they are forced to go around or backtrack. If you get lucky and find something easy (Demon) then you get a gob of cash that turbo charges production/heroes.

It would be better to move the Powerful cities off all roads entirely and make it so access requires fords/water crossing. That removes it from the expansion phase and makes it so players have to plan to obtain the city. Blue for example could go behind capitol in Cascadia like Green's is. Cyans in New Guinea. Yellow in Morocco or West Africa. Red in Siberia. Black in Vietnam/Thailand/Indonesia. Orange in Turkey.


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Postby Balian » Sun Aug 20, 2017 6:37 am

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Postby Benis » Thu Sep 21, 2017 10:49 pm

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Postby Benis » Thu Sep 21, 2017 10:49 pm

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Postby smursh » Fri Sep 22, 2017 1:12 am

after playing a couple team games I notice that north america start gets double teamed before any help can arrive. Puts the northern group at a pretty heavy disadvantage.
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