WaterWorld [3.0] is submitted for review.

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WaterWorld [3.0] is submitted for review.

Postby ezras » Thu May 03, 2012 12:01 am

New map: WaterWorld [3.0] by ezras.
Map editor link: WaterWorld [3.0]


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ezras
 
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Re: WaterWorld [3.0] is submitted for review.

Postby KGB » Sat Jun 09, 2012 9:03 pm

Ezras,

This map has a few bugs/strange things

1) In the lower right corner it looks like there is a temple there. But a mountain square covers it so that the Temple can't be visited. There are also some strange bridge pieces sitting in the water (upper left corner, bottom middle for example)

2) The default defenders for many of the cities may not be what you expect. A lot of the Kraken/Sea Serpent cities are guarded simply by 1 Lt Infantry or 1 Dwarf. The defender for the city is the right most unit in the production which appears backwards in many of those cities. This means players get Kraken cities for killing 1 Lt Infantry. Those with access to such cities have a HUGE advantage over those that don't because you either get Krakens or lots of gold from pillaging.

3) The bottom right (Black) position is very very bad. The Orange player easily cuts you completely off pinning you in your corner. You can get out at the bottom in the water but that takes a LONG time by which point you've lost because the rest of the map is conquered by Blue/Orange. The Orange player start needs to move over toward the middle basically to the river that cuts between Blue/Orange.

4) White is as bad as Black with no access to roads while all other sides get them. Plus there far fewer cities in an 8 player game for White than any other side. Those you do get are over swamps which can take forever to reach while Orange, Blue have roads to all their cities. If you move the Orange Capitol you can move the White one to the city by the Bridge so White has at least a road and access to the former northern Orange cities.

5) Please enable the setups for 1v1, 2v2, 2v2v2, 2v2v2v2. Right now they are totally random. In a 2v2v2v2 game my teammate and I started in Green/Black while another team started Blue/Orange. The fact they are next to each other and we are on opposite sides completely dooms us. This same problem happens in even 1v1 games where I have seen the game place the players as Red/Green ensuring the majority of the map is wasted and the Green player is cutoff and loses.

It's an interesting map with no L1 ruins but it needs some touchups to be viable.

KGB
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