Crescendo [6.0] is submitted for review.

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Crescendo [6.0] is submitted for review.

Postby LPhillips » Thu May 10, 2012 7:37 pm

New map: Crescendo [6.0] by LPhillips.
Map editor link: Crescendo [6.0]


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Re: Crescendo [6.0] is submitted for review.

Postby LPhillips » Thu May 10, 2012 7:43 pm

I've adjusted the team settings. It was a minor adjustment, but worth re-publishing none the less.

Snotling, thanks for fixing that display bug! I think it's settled enough for Ladder play now, with the spawns fixed.
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Postby Maze » Sat May 19, 2012 11:03 pm

Playing this game for the first time, scouting the center of the map I saw these two temples surrounded by elves. Land units standing on water looks a bit odd...
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Re:

Postby LPhillips » Sat May 19, 2012 11:58 pm

Maze wrote:Playing this game for the first time, scouting the center of the map I saw these two temples surrounded by elves. Land units standing on water looks a bit odd...

Sorry for the reality disconnect, but the alternatives for preventing fliers are even uglier :/

Just realize they're standing on the shore of a shallow pond (which they are) and then it's not so bad :)
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Re: Crescendo [6.0] is submitted for review.

Postby KGB » Sun May 20, 2012 2:14 am

Why not just put Eagles there over the water? With their AA restored to +22 they are back to being 35 strength against fliers. Elves are just 22.

Besides shallow ponds = swamp which should mean any land unit could cross if the Elves can stand there.

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Re: Crescendo [6.0] is submitted for review.

Postby LPhillips » Sun May 20, 2012 4:18 am

Eagles would be good. I'm contemplating a minor (but important) change to the northwest/southeast spawn now for balance purposes. The new heroes have also presented some difficulties. I'm thinking it is only fair to provide some watch towers now, as the favorite strategy is to hop mountains straight into others' backyards with fliers. It would be good to get it all done with in one release. Any other suggestions?

The whole fliers-accelerated-on-roads thing is becoming a major balance fiasco. I used to dismiss the argument, but now after extensive experience with mapmaking and balance I know it's simple fact: you can't afford to give a massive movement bonus to something which already passes where other units cannot. I'm holding out hope for "wall" tile sets. It would be the biggest (currently possible) step forward for the game imo. It would remove the vast majority of our map balancing problems. An organic "High mountain" equivalent as present in the Warlords series would also be welcome alongside walls. The only map balance problem not solved by such options is the difficulty of random starting units providing untoward bonuses in certain spawns.
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