Phoenix rising [13.0] is submitted for review.

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Phoenix rising [13.0] is submitted for review.

Postby BrutusButcher » Mon Aug 20, 2018 12:42 am

New map: Phoenix rising [13.0] by BrutusButcher.
Map editor link: Phoenix rising [13.0]


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Re: Phoenix rising [13.0] is submitted for review.

Postby BrutusButcher » Mon Aug 20, 2018 12:55 am

The great orc army was repelled but not before most cities suffered catastrophic loss.
Now is the time for rebuilding the empire. Which Warlord will prevail?

This map designed for 2 to 6 players, as well as team play.

Need to be mindful of gold management at the beginning. Will you rebuild those closest cities, or explore to capture others?

Changes from Phoenix version 7;
Added additional starting location setups for FFA and teams.
Higher level ruins all have at least 1 defender.
Additional income building added. Income from buildings increased significantly.
View range for many income buildings have increased.
Low level city added within first turn reach of each starting location.
Additional razed city location added for better future vectoring.
Starting cities all have port access.
Tweaked neutral city defenders for better balance, production limitations also modified.
Hundreds of small map edits to further balance starting positions and further promote re-building cities

Please provide feedback.
Thanks
-Brutus
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Re: Phoenix rising [13.0] is submitted for review.

Postby KGB » Mon Aug 20, 2018 9:38 pm

Brutus,

Thanks for making a quick update to the map. Here's what I see:

1) Just above the Orange start is a neutral city. It appears you forgot to set to to 'razed' since no other start spot gets an easy 2nd neutral city.
2) To reach the Black 'slum' city you have to cross 1 spot of snow. None of the other start spots have to leave their roads to reach theirs. Can you put a road square on that snow spot.
3) There is *so* much gold from sites now that conquering the neutrals is going to be rather pointless given they have limited production. Player will be far better off rebuilding since those cities can make any units AND they will have higher gold income than 10. Maybe you should consider adjusting all the cities that players can 'rebuild' and remove all 4-5 turn units (maybe even 3 turn units too) from them. Then add 4-5 turn units to those neutrals that are built at game start. It messes with your theme for them a bit (all your signs) but at least makes them more unique.

KGB
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Re: Phoenix rising [13.0] is submitted for review.

Postby BrutusButcher » Thu Aug 23, 2018 12:47 am

Thanks for the feedback KGB.

Next version updates (not yet released).

1. City at (30,12) changed to razed above Orange start.
2. Road added (97,52) on snow near Black Slum city.

3. I'll run a few more test games to see how this flows, there is a LOT of gold around now. I am not that concerned with the Neutral cities, several of these are at choke-points so there is advantage to eventually capture these. I am a bit concerned with the potential of over-abundance of allies joining with new heroes.
I might tweak gold down a bit rather than further modifying the production capabilities. To be determined.

4. Road removed at (46,78) Wolf forest, to encourage going through sawmill rather than around.
5. A few more games settings added for initial placements.
6. ice ridge extended at (44,52), and (64,56)

7. Drawbridge added at (76,29), hill access (80,34) to (84,31) for better access and prevent temple allies from being stranded.
8. Numerous additional ports added around the map.
9. Neutral cities Wall level increased from level 6 to 7, to maintain defense of 10 after initial conquering.(excluding Slums which stay at Wall=0, and excluding DragonNest (wall=8).
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Re: Phoenix rising [13.0] is submitted for review.

Postby BrutusButcher » Sun Oct 07, 2018 6:05 pm

Phoenix rising version 17 released.
Please continue any comments under the version 17 map.

Additional changes from version 13,
a few minor map edits.
Gold from income buildings reduce a bit.
Production limits of cities tweaked, the initial razed cities once rebuilt can not produce 4turn units. Neutral cities (excluding Slums) can not have 4 turn units built.

Thanks again for all suggestions and to all play-testers.
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