Into the Underdark [1.0] is submitted for review.

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

Into the Underdark [1.0] is submitted for review.

Postby Garesch » Mon Nov 19, 2012 1:24 am

New map: Into the Underdark [1.0] by Garesch.
Map editor link: Into the Underdark [1.0]


Image
Garesch
 
Posts: 43
Joined: Wed Sep 28, 2011 12:03 am

Re: Into the Underdark [1.0] is submitted for review.

Postby Negern » Mon Nov 19, 2012 3:54 pm

Looks good, but I believe the south east player will have harder to expand than the others.
Negern
 
Posts: 345
Joined: Sat Nov 27, 2010 3:57 pm

Re: Into the Underdark [1.0] is submitted for review.

Postby smursh » Wed Nov 21, 2012 10:47 pm

I agree. Not only do you have only one city you can reach w/o going into water, but all three other positions have a lvl-1 ruin available by turn 2 vs. none readily available for the se player. This combination will be a serious handicap.
smursh
 
Posts: 437
Joined: Sat Dec 24, 2011 4:05 am

Re: Into the Underdark [1.0] is submitted for review.

Postby Sylvos » Mon Nov 26, 2012 9:27 pm

I have just finished a game on this map. My team won and we had the starting position of the top right and top left. My own was top left and I had, far and away, the easiest expansion. Not only did I have a starting ruin accessible, but the first turn city available to me produced dwarves. Giving me that ability to rapidly move through what is normally inhospitable terrain was of immense benefit in quickly moving out to gain a resource advantage.

I don't know enough about the maps/system to say if that city would always have dwarf production, but limiting the ability to speed out of the gate that way (I used dwarves and speed together!) would go a long way towards balancing the accessibility.
Sylvos
 
Posts: 3
Joined: Tue Mar 13, 2012 5:44 pm


Return to Map feedback

Who is online

Users browsing this forum: No registered users and 28 guests

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