Hide n Seek [1.0] is submitted for review.

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Hide n Seek [1.0] is submitted for review.

Postby Draxus » Thu Mar 22, 2012 9:14 pm

New map: Hide n Seek [1.0] by Draxus.
Map editor link: Hide n Seek [1.0]


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Re: Hide n Seek [1.0] is submitted for review.

Postby Draxus » Thu Mar 22, 2012 9:18 pm

Why perfect your remaining maps when you can just churn more out. The premise in this one seems fairly obvious. Here are the main points without having to look at the map in the editor in detail.

Main Points:

1) There are signs at the beginning points that inform that NONE of the towers have guardians.
2)The grandfather is also located in the middle of the map.
3) The cities at the four corners of the middle mountain area have both yeti's and sand worms.
4) The cities on the edges of the desert have sand worms, scouts and scorpions.
5) No resource buildings but all cities give 110 gold.
6) There is a level 1 ruin near every city and level 2's and a 3 in the center.

(Seriously though, waiting on copy and past and renaming function to do more on past maps like slipstream.)
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Re: Hide n Seek [1.0] is submitted for review.

Postby Moonknight » Fri Mar 23, 2012 12:37 am

That's going to be a lot of experience points!
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Re: Hide n Seek [1.0] is submitted for review.

Postby KGB » Fri Mar 23, 2012 3:48 am

With the Grandfather just *sitting* there this is going to be a pure race (think Valkrie) to the middle. The first player to move gets the advantage of reaching it first, just take the first city and keep on running. It's such a major item to have just lying around for free. Why did you not protect it?

Also, I don't think you can hide in the towers. At least not in the way you think. Currently the 'auto pause on enemy' feature will pause whenever there is an enemy in the tower. Empty towers don't pause. So you'll be able to tell which ones have armies in them and which ones don't. You may or may not care about that.

Moonknight is right about the crazy amount of XP. A hero should easily get L3 or L4 simply by moving to the middle through all the towers.

KGB
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Re: Hide n Seek [1.0] is submitted for review.

Postby SnotlinG » Fri Mar 23, 2012 8:50 am

KGB wrote:Also, I don't think you can hide in the towers. At least not in the way you think. Currently the 'auto pause on enemy' feature will pause whenever there is an enemy in the tower. Empty towers don't pause. So you'll be able to tell which ones have armies in them and which ones don't.


Hmm, Towers discovered in the FOW should be treated as enemy units by the game, regardless if they are empty or not. If it does not pause for empty towers its a bug - but i doublechecked the code just now and it seems it should pause... Let me know if you experience otherwise as I then need to investigate further...
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Re: Hide n Seek [1.0] is submitted for review.

Postby Draxus » Fri Mar 23, 2012 10:12 am

It does seem to pause for me on empty neutral towers, which does make it kinda annoying getting started stuttering all the time. Don't know about empty vs occupied enemy towers. I did consider putting guards in the towers leading up to the grandfather, or taking it out all together and leave it as a level 3 ruin. I also briefly had 4 cities in the center surrounding the lvl 3 ruin to make it a bit more worth it to get to the center long term, after the grandfather is claimed, but took them out before submit. Seemed to make the center too "crowded". Just starting some play tests now.

On a side note I would have loved copy paste here. Towers don't work on the big block functions in the map editor. Had to click them all in one by one...all 1250 of them...
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Postby LordStitt » Wed Apr 04, 2012 3:01 am

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Re: Hide n Seek [1.0] is submitted for review.

Postby Erenoth » Wed Apr 04, 2012 5:14 pm

I like the idea of a plethora of towers, but in execution there is just to many of them. The battle reports are clogged with the trading of empty towers, movement is a pain with the constant pausing, and the heroes level way to fast.
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Re: Hide n Seek [1.0] is submitted for review.

Postby Draxus » Thu Apr 05, 2012 9:07 pm

I don't see a big prob with heroes leveling fast, as long as all sides get to equally. But I do agree that the moving becomes ponderous with the stopping all the time and the battle screens on your turn (Not even counting if you want to parse through the history) def takes some time. I wanted to make a map with this premise, but maybe some revisions. Having a tower every 4th tile instead of every other might help. The main goal is to give plenty of places to hide so even after looking at the battle history it can become hard to deduce where and how many enemies are nearby. Maybe a 1:2 ratio of tower to tile near capitals and then thinning out to 4:1 or 8:1 toward the center of the map. Torn between having the number of towers be a constant "blanket" across the map or having it move to areas of higher Tower density. Maybe lighten up the ratio as you go towards the center then a full 8x8 block of towers in the center surrounding something good like some ruins or a castle with awesome production. Don't know If i like the grandfather sitting in the middle...

Takes so long to place these damn towers...I long for cut and paste and save as features, when is the next version of the map editor getting here already? :D
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Re: Hide n Seek [1.0] is submitted for review.

Postby Moonknight » Thu Apr 05, 2012 10:09 pm

What would be nice is to be able to turn off "Neutral Enemy Stops" (Or is this capability available already?).

That would make this map so much better!
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