Hadesha [9.0] is submitted for review.

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Hadesha [9.0] is submitted for review.

Postby UNiMEDiA » Sat Jun 02, 2012 3:31 pm

New map: Hadesha [9.0] by UNiMEDiA.
Map editor link: Hadesha [9.0]


Image
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Postby UNiMEDiA » Sat Jun 02, 2012 3:33 pm

The map you\'ve all been waiting for!
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Re: Hadesha [9.0] is submitted for review.

Postby KGB » Sat Jun 02, 2012 4:59 pm

A nice rendition of the original.

I just hope it plays OK in Warbarons. Many of the original maps aren't very well balanced for Warbarons and here I worry that the middle 3 spots (Black, Green, Blue) are going to be really handicapped in games with lots of players. On the other hand a 4 player game with Orange/Cyan/Yed/Yellow should be a lot of fun.

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Postby UNiMEDiA » Sun Jun 03, 2012 2:44 am

Blue black and green all have distinct advantages in comparison to the other starting spots in order to make up for the disadvantageous strategic position. Hopefully those advantages balance with their positional handicap.
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Postby Versace » Sun Jun 03, 2012 10:11 pm

I like this map alot, well done
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Postby kenc80 » Mon Jun 04, 2012 3:25 pm

this looks excellent!
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Postby kenc80 » Mon Jun 04, 2012 3:25 pm

this looks excellent!
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Re: Hadesha [9.0] is submitted for review.

Postby KGB » Tue Jun 05, 2012 12:53 am

Please resubmit the map after setting the starting positions for the various FFA modes.

I just tried a 1v1 setup and of course the game started us right next to each other (Orange/White). Basically a completely wasted game.

Hopefully SnotlinG will eventually put back the code that places players far apart in FFA mode but until that time you must set starting positions or the map is useless for anything other than 8 players.

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Re: Hadesha [9.0] is submitted for review.

Postby LPhillips » Tue Jun 05, 2012 6:36 am

I suggest red/orange for 1v1.
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Re: Hadesha [9.0] is submitted for review.

Postby LPhillips » Thu Jun 07, 2012 11:51 pm

This map is absurdly imbalanced. It needs to be removed from ladder play immediately. The biggest need is to set the spawns very carefully for each gametype, but that won't correct the extreme inequalities between the spawns. Many play types need to be disabled, and 1v1 particularly needs to have set spawns. The game has a habit of spawning one player in the perimeter (where there are precious few cities, and far between) and another in the middle. This is even more unacceptable when one player is spawned in the swamp, the poorest location of all, and must spend 3-4 turns to reach 4 cities while another player may already have over 20.

Unimedia, I have enjoyed your maps immensely and hope to see this map refined into a ladder map for future play. It's quite attractive already, and I certainly mean no offense to your mapmaking ability. It's just not at all ready for ladder play.

Respectfully,
LP

Edit: Typo Correction
Last edited by LPhillips on Fri Jun 08, 2012 4:13 am, edited 1 time in total.
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