Bullrun5 [2.0] is submitted for review.

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Bullrun5 [2.0] is submitted for review.

Postby KGB » Tue May 15, 2012 12:58 am

New map: Bullrun5 [2.0] by KGB.
Map editor link: Bullrun5 [2.0]


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Re: Bullrun5 [2.0] is submitted for review.

Postby KGB » Tue May 15, 2012 1:00 am

Fixed problem where I left unused spots in games with less than 8 players as random instead of unused.

Rest of 0.8 changes below from prior submit.


Updates for version 0.8 are:

- Addition of Undead Lore temples in areas of the map not currently used much to encourage more game play there.
- Minor road additions in places that aren't often visited to encourage more game play there.
- Minor terrain mods for game play balance.
- Income buildings in far off places now have minimum income of 20 to encourage players to capture them. All now have a view radius of 5 to help with viewing in FOW.
- Changed the item in the Archon and Dragon city.
- Revisited all Neutral production and changed based on SnotlinG's update to Poor/Normal/Good/Powerful definitions. Each start spot now has a couple of close by poor cities. The majority of the rest are Normal with a few Goods scattered around evenly.
- Set starting spots for 1v1, 2v2, 3v3, 4v4, 2v2v2, 2v2v2v2. These setups are different enough that they should all play uniquely (ie 2v2 and 3v3 are not simply top vs bottom).

Please add this map to the ladder list.

KGB
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Postby Xunek » Tue Jun 05, 2012 8:33 pm

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Postby Xunek » Tue Jun 05, 2012 8:33 pm

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Re: Bullrun5 [2.0] is submitted for review.

Postby Moonknight » Tue Aug 21, 2012 6:40 pm

KGB, in 4v4 play, the Orange and Black starting players can still flush out the Green starting player within in 6-7 turns. I think the "Corner" team has a huge advantage b/c of this, and they get the Northeast team that virtually gets untouched for 12+ turns.

Maybe even more of the road path headed East from the Orange Capital should be removed (possibly through the swamp land), so that it will take 1-2 more turns to approach Green.

When I start in the Orange spot, i take most of my group with my starting hero and head towards the city just West of the mountains and then move toward green from there with Black aiming towards them as well.
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Re: Bullrun5 [2.0] is submitted for review.

Postby KGB » Tue Aug 21, 2012 7:27 pm

MoonKnight,

Instead of making a map change what about changing the sides in 4v4?

Right now it's 4 corners vs 4 middle spots. What do you think about Yellow/White/Green/Black vs Blue/Cyan/Red/Orange? That would give 2 sections vs 2 sections. It's a bit further for the first group to vector to the second but the other team has to deal with being spread out more city wise with water dividing their common borders.

Or Blue/Yellow/Orange/Green vs White/Red/Cyan/Black and everyone has to deal with open spaces to defend.

KGB
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Re: Bullrun5 [2.0] is submitted for review.

Postby Moonknight » Tue Aug 21, 2012 10:35 pm

Changing the starting points is probably the better option, there are a few different ways we could try it, but I'd start with what you suggested...
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