Westeros Unlimited [7.0] is submitted for review.

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Re: Westeros Unlimited [7.0] is submitted for review.

Postby KGB » Mon Jun 24, 2013 9:52 pm

You do get more when you pay more. You get more movement points and combat strength. You don't get better movement rates on all terrain anymore than you would expect to get better movement rates on all land terrain with the most expensive land unit.

Galleon: Supreme on oceans/open water and poor in rivers/shore. The best combat strength. This all makes sense as a large ship is not very maneuverable in tight spaces.
Galley: Supreme on shore and rivers and poor in the ocean/open water. It's basically a riverboat. Decent combat strength. Again it makes sense as wide bottom river boats do not fare well in open water.
Djonk: The basic boat. Not particularly good at anything which is why it's free.

KGB
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Re: Westeros Unlimited [7.0] is submitted for review.

Postby KGB » Fri Jul 26, 2013 5:19 pm

Just finished an 8 player FFA game on this map that went over 40 turns. It definitely needs a few adjustments for game play purposes.

1) There are too many chokepoints on this map when it turns into a longer game. By that I mean 1 or 2 places where a super hero stack can guard and prevent an infinite number of armies from passing by. These places include:
- The Ford above Kings Landing where the 2 gold sites sit. One HL hero here can prevent endless armies from moving past. This is THE ONLY river crossing in the entire map from north to south (other than the twins). The problem is it's too open bonus oriented. On either side of the gold sites should be 1 hills and 1 forest square so units can pick hills/open/forest when crossing the river in either direction. This will require the river change slightly. But it's an absolute must have.
- The Twins. This is the exact same problem as the Ford. It's easy to hole up in here behind L10 walls with an Assassin and not be dislodged. That makes for an interesting read in the novels but it's horrible in a strategy game. Even worse is these cities are required to pass sea creatures east/west on this map. I recommend extending the swamp to the right of Seagard so that it reaches the other river system allowing sea creatures to cross E/W. Then put a ford there midway between the 2 gold sites providing a 3rd way to cross the map N/S.
- Moat Caitlin. It would be nice if the road went through a swamp square. This would allow sea units to cross Moat Caitlin (something that would be handy) and provided a non-open square for units to stand on if needed.
- There may be a couple of other chokepoints that are too powerful as well. Those are the obvious ones that need changes.

2) The non-regenerating ruins are a killer. Especially with the rewards so skewed to items now. If you get unlucky and get items and your opponent gets gold you'll never recover from that because you can never get gold from any ruins. You don't have to make every ruin regenerate but at least the L1 ruins should to provide minor gold boosts and help even out the item reward problem.

3) The Red Dragon ally in Dragonstone is too huge of a boost. It's a free Red Dragon to the 1st player there. Unless Dragonstone is going to be guarded with 8 men it's just far too easy for players on that side to get a risk free Red Dragon. I'd suggest changing it to a Green Dragon. Still valuable but doesn't provide a crazy stack boost for the nearby sides that the other sides can't get.

KGB
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Postby Archangel » Mon Sep 02, 2013 5:58 am

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Re: Westeros Unlimited [7.0] is submitted for review.

Postby ams16 » Fri Sep 20, 2013 2:14 am

This is currently my favorite map. I love some of the chokepoints. However, I agree with KGB about:

Pretty please update the map with these suggestions? I will still love it. (I haven't read the books or watched the show.)
KGB wrote:- The Ford above Kings Landing where the 2 gold sites sit. One HL hero here can prevent endless armies from moving past. This is THE ONLY river crossing in the entire map from north to south (other than the twins). The problem is it's too open bonus oriented. On either side of the gold sites should be 1 hills and 1 forest square so units can pick hills/open/forest when crossing the river in either direction. This will require the river change slightly. But it's an absolute must have.
- The Twins. This is the exact same problem as the Ford. It's easy to hole up in here behind L10 walls with an Assassin and not be dislodged. That makes for an interesting read in the novels but it's horrible in a strategy game. Even worse is these cities are required to pass sea creatures east/west on this map. I recommend extending the swamp to the right of Seagard so that it reaches the other river system allowing sea creatures to cross E/W. Then put a ford there midway between the 2 gold sites providing a 3rd way to cross the map N/S.
- Moat Caitlin. It would be nice if the road went through a swamp square. This would allow sea units to cross Moat Caitlin (something that would be handy) and provided a non-open square for units to stand on if needed.

2) The non-regenerating ruins are a killer. Especially with the rewards so skewed to items now. If you get unlucky and get items and your opponent gets gold you'll never recover from that because you can never get gold from any ruins. You don't have to make every ruin regenerate but at least the L1 ruins should to provide minor gold boosts and help even out the item reward problem.

3) The Red Dragon ally in Dragonstone is too huge of a boost. It's a free Red Dragon to the 1st player there. Unless Dragonstone is going to be guarded with 8 men it's just far too easy for players on that side to get a risk free Red Dragon. I'd suggest changing it to a Green Dragon. Still valuable but doesn't provide a crazy stack boost for the nearby sides that the other sides can't get.

KGB
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Re: Westeros Unlimited [7.0] is submitted for review.

Postby Pillager » Fri Sep 20, 2013 3:25 pm

Alright, I'll make the suggested changes. Actually, I'm planning to make a larger version of this map, but I'll fix some of the issues with this one first.
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