Westeros [1.0] is submitted for review.

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Westeros [1.0] is submitted for review.

Postby Pillager » Mon Mar 11, 2013 1:58 am

New map: Westeros [1.0] by Pillager.
Map editor link: Westeros [1.0]


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Re: Westeros [1.0] is submitted for review.

Postby Pillager » Mon Mar 11, 2013 1:59 am

So, yeah...

I redid the 'ol westeros map. Quite a few changes here. It'll probably take some tweaking to get the balance right so... let me know your thoughts.
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Re: Westeros [1.0] is submitted for review.

Postby KGB » Mon Mar 11, 2013 12:33 pm

Pillager,

Visually looks fantastic. I like the use of the walls on this map around the capitols.

Thanks for this update to a well loved map.

Biggest thing I notice right away is the restricted production might be a bit too restricted. You can't prevent heroes from leveling up and a Barb at L3 with flying/waterwalk will be unkillable except by an Assassin hero if he can find/catch him because there is nothing you can build to stop that Barb and there are no flying units. Other heroes are going to be similarly powerful as their own bonus's increase.

Also, I love that you put Dragons in Kings Landing/Dragonstone. I wish you gave the other sides something interesting/unique. For example I would make Kraken production available in 1 city for Iron men (not the capitol) since they are house Kraken and Damphair rises again after drowning to fit that theme. I'd allow Scorpion production in 2 cities for the Dorne to symbolize the 'Sand Snakes'. Winterfell should definitely get Wolfrider possibility in all their cities and potentially one city with Giants/Mammoth. Casterly Rock should have the 2 gold sites set to 50 gold each to show just how rich they are giving them +100 gold. Oldtown has the Wizards for Highgarden (could also consider Eagles there to represent Raven training by the Maesters). Have to think about the other 2 sides (Eagles for the Vale?) but maybe they don't need anything.


Something else I just noticed. Some cities are marked as 'good' like Duskendale (next to Kings landing). But there are no 'good' units in your limited production. Just normal ones. So the city will be empty of defenders since nothing qualifies. Poor - Crow/Scout/Lt Inf. Normal - Everything up to Battering Ram, Good - Scorpion to Pegasi, Powerful - Demon and up

KGB

P.S. I think many people will also request a version of this map without the restricted production. This version makes a great scenario map but might end up in long struggles to take down Hv Inf which are going to be hard to kill in a limited game like this. So a version of the map with no production restrictions would be nice to have.
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Re: Westeros [1.0] is submitted for review.

Postby Pillager » Mon Mar 11, 2013 2:26 pm

Great Input KGB. I Originally gave all the capitols a special unit. Kraken for pyke, eagles for the eyrie, dwarves ( ala Tyrion) at casterly rock, wolfriders or mammoths at winterfell, elephants at sunspear, griffens at griffen's roost near storms end, unicorns in highgarden. I was a bit concerned about the impact of kraken and griffens on the map, so I ended up taking them all out. I did make a special ruin for greyjoy on Pyke, a lvl 3 containing a single kraken, just to give them some superiority at sea.

Thanks for the heads up about the 'good' cities. I thought it would effect income more than production.
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Re: Westeros [1.0] is submitted for review.

Postby KGB » Mon Mar 11, 2013 3:09 pm

Pillager,

1 city with special production won't ruin the map. Otherwise the Red Dragon in Dragonskeep will definitely ruin it since that's a +10 bonus that can't be countered unless you luck out with Devils. So if you want to make 1 Gryphon city, 1 Kraken city etc it should be fine. As long as the players have to buy that production rather than finding it there already (unless there are extra defenders). Even having Eagles in a few cities to represent Ravens will be important as it will allow an Assassin hero to chase down a Barbarian who is flying.

Right now I am much more worried that it's going to be very hard to make progress on this map against Hv Inf defenders. They are going to be 20 strength units and there are just no attacking units with 20 strength other than Crusaders/Hv Calv which take twice as long to make, cost more than 2x as much etc. The game could end up in stalemates with no way to break through other than waiting for a hero and hoping you get a Red Dragon or Medusa ally.

The good setting does affect money. But it also affects production. So you may need to manually set the gold in some cities if you want to ensure they have a set amount of gold. Or make sure all the Catapult cities are set to 'good' since they qualify as 'good' units (so would a Gryphon/Kraken/Wizard etc)

KGB
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Re: Westeros [1.0] is submitted for review.

Postby Qwertius » Tue Mar 12, 2013 3:17 am

What's the thinking with having only some capitals with a strength shrine and 2 towns? Seems like it makes the start very unbalanced.

Also I'm thinking the end game will be pretty boring (for my taste) with the very limited production.
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Re: Westeros [1.0] is submitted for review.

Postby piranha » Tue Mar 12, 2013 6:50 am

The strength shrine might be to balance the position. The center positions are always difficult with enemies all around.
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Re: Westeros [1.0] is submitted for review.

Postby Pillager » Tue Mar 12, 2013 1:59 pm

Qwertius, there is a version of this map with unlimited production, it may be more to your taste. I'd like to losen up some of the production restrictions on this map, but I intend to give it some plays first to see how it feels.

I'm not sure that the endgame will be terribly slow. Heroes with allies are still available. A city full of heavy inf will barely be a speedbump to a decent hero with some good allies... which may be a problem of its own.
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