Hexagon [3.0] is submitted for review.

Discuss maps and help map makers make the best possible maps.

Hexagon [3.0] is submitted for review.

Postby garvisus » Tue Aug 21, 2012 6:39 pm

New map: Hexagon [3.0] by garvisus.
Map editor link: Hexagon [3.0]


Image
garvisus
 
Posts: 88
Joined: Wed Feb 01, 2012 3:53 am

Postby garvisus » Tue Aug 21, 2012 6:46 pm

Thanks for the comments on version 1.0, it gave me the idea to place three more item cities, so now each starting position must squabble for the item cities on both fronts.
garvisus
 
Posts: 88
Joined: Wed Feb 01, 2012 3:53 am

Re: Hexagon [3.0] is submitted for review.

Postby KGB » Tue Aug 21, 2012 9:56 pm

Can't seem to find this in order to start a game on it.

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Hexagon [3.0] is submitted for review.

Postby KGB » Sun Aug 26, 2012 6:00 pm

Garvisus,

I just noticed the first problem.

You've set the capitols so they can only produce 1 unit. The problem is the 1 unit is not equal (Orc, Elf, Lt Calv, Dwarf). I just started a game on this map with a low gold start (750) and I am unable to purchase anything in my capitol. Even worse is that there are 2 nearby cities everyone gets to take on turn 1. But one of those has no production in it either forcing you to spend gold there too. So on low gold games you can be screwed for quite a few turns (it will be at least 3 turns till I can buy a unit in my capitol).

Can you at least allow all capitols to make Scout/Lt Inf units.

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Hexagon [3.0] is submitted for review.

Postby Moonknight » Sun Aug 26, 2012 8:09 pm

Ha, I was very surprised to see no production in a city i captured and only lt cav to be produced. At least i started with a good amount of money, but definitely would have chosen a different starting hero!
Moonknight
 
Posts: 784
Joined: Tue Dec 07, 2010 2:57 am

Re: Hexagon [3.0] is submitted for review.

Postby KGB » Sun Aug 26, 2012 8:17 pm

Barbarian should be huge on this map knowing the neutrals are stronger and it will be a while before you engage in real combat with another player. So he can help speed up initial conquest of neutrals by quite a bit.

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Hexagon [3.0] is submitted for review.

Postby Moonknight » Sun Aug 26, 2012 10:39 pm

That was my initial thought, but then i saw the huge forest and was thinking of my favorite production, wolfriders...so i went with an assassin, only to find out that i cannot produce any wolfriders :cry:
Moonknight
 
Posts: 784
Joined: Tue Dec 07, 2010 2:57 am

Re: Hexagon [3.0] is submitted for review.

Postby smursh » Sun Aug 26, 2012 10:54 pm

This map is a look before you leap map. With the distance from the home area to nearest city clusters you need to organise your forces well in advance. Open the map to see which cities produce what because if you want a particular unit type such as a moral boost, you need to find where it can be produced. Very complex in that respect, makes it challenging.
smursh
 
Posts: 437
Joined: Sat Dec 24, 2011 4:05 am

Re: Hexagon [3.0] is submitted for review.

Postby KGB » Mon Aug 27, 2012 4:55 pm

Something else that I am not sure if it was deliberate or not.

I started a game in the Cyan position. From there you can bypass all the central mountains/terrain/units etc and attack Red from behind by using the river in the north under the N. With upgraded boats (Junks) you can travel from Lon Shore to Suttons Vale in 1 turn where going through the center would take 5-6 or more turns. This allowed me to devastate a nearby player from behind on turn 8.

None of the other starting spots can be attacked so quickly from behind like Cyan/Red and in some cases they can't be attacked from behind at all.

KGB
KGB
 
Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Hexagon [3.0] is submitted for review.

Postby garvisus » Tue Aug 28, 2012 6:42 pm

KGB, smursh, Moonknight,

Would you suggest eliminating the river between cyan and red in order to prevent this type of attack? I didn't see this when designing the map. I also never really came around to liking the big body of water between cyan and black thinking it gave black too much of a defensive advantage, but kept it anyway for aesthetics.

I also tried to make the starting units terrain specific ( elves have advantage in forest, orcs in swamp, etc.), is it better to start every position with the same unit for balance and then make the surrounding city units terrain specific?

Finally, I wanted players to prioritize their income, ( purchasing a new hero vs. strong unit, one 3-turn unit vs two 2-turn units), would increasing income levels at the capitals be better for the first few turns or as KGB suggested adding a few more units to purchase or both.

Thanks again for the suggestions

Garvisus
garvisus
 
Posts: 88
Joined: Wed Feb 01, 2012 3:53 am

Next

Return to Map feedback

Who is online

Users browsing this forum: No registered users and 17 guests

cron
Not able to open ./cache/data_global.php