Strongholds [9.0] is submitted for review.

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Strongholds [9.0] is submitted for review.

Postby Jingleyman » Wed Dec 12, 2012 7:33 pm

New map: Strongholds [9.0] by Jingleyman.
Map editor link: Strongholds [9.0]


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Re: Strongholds [9.0] is submitted for review.

Postby Moonknight » Sat May 03, 2014 2:51 am

There is an issue with the West starting spots, as only the bottom starting spot has access to the back sand while all four starting spots in the East have access...
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Re: Strongholds [9.0] is submitted for review.

Postby Moonknight » Wed Sep 03, 2014 2:08 am

Would any mapmakers be willing to slight alter this map to make it fair for ladder play? Jingleyman hasn't been around for almost 2 years now.

The West cities need entrance to the sand.
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Re: Strongholds [9.0] is submitted for review.

Postby KGB » Wed Sep 03, 2014 3:55 am

I can do it if no one else wants to.

Is the map now shareable?

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Re: Strongholds [9.0] is submitted for review.

Postby Jingleyman » Fri Sep 05, 2014 7:06 pm

I'll take care of it. Any other suggestions while I am working on it?
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Re: Strongholds [9.0] is submitted for review.

Postby KGB » Fri Sep 05, 2014 9:49 pm

1) I wish there were 2 more neutral cities on the river. Right beside the 2 strength bless sites (I'd make them on islands in the water requiring entry from the port by the bless site or flying units). Its just one more incentive to go down those rivers for the cities there. Maybe 1 more city in the North/South area beyond the start spots too (down by the L2 ruin that's WAY North/South of everything else that never gets visited).
2) The ports to the central water area are unequal. There are 3 for the south and only 2 for the north. I'd like to see 4 on each side (one for each start spot) or at least 3 per side (to help White start spot) and all should require moving on swamp to access the port (it's a big advantage to access via hills since everyone has Dwarf).
3) Can we get some more starting options. For example the 2v2 is Green/Teal vs Blue/White. You can now add more than 1 2v2 start setup. Maybe add a Red/Yellow vs Black/Orange to go with the one you have now. Also define a 3v3 setup. Maybe another couple of 1v1 start spots etc.
4) I would remove the water spots in the Black area (or add water to the other areas). It's a defensive liability when flying units can sit on those and not be attacked. Only Black suffers this problem.

This is a fun map but gets intense fast especially for White-Blue and Green-Teal who can reach each others capitols on turn 2.

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