World of Midgard [15.0] is submitted for review.

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World of Midgard [15.0] is submitted for review.

Postby Tim » Wed Jul 22, 2015 5:55 pm

New map: World of Midgard [15.0] by Tim.
Map editor link: World of Midgard [15.0]


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Tim
 
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Re: World of Midgard [15.0] is submitted for review.

Postby Tim » Wed Jul 22, 2015 6:07 pm

Please make it LADDER!
This is the new Version. I jumped over 14.0. So this is now directly 15.0.

Big changes:
- Opened a Northern, Eastern and Western Passage to the Mountains in the Middle-East and slightly rearanged the Between the Mountains Terrain.
- SuiFeng is not razed anymore. Its now a Poor City
- Changed the Black and Yellow Capitol
- Added some Roads mostly in the Starting Position from Green, Yellow, Black and Red but some overall to make the Starting Faster on this Map

Small Changes:
- Some Terrain changes
- Added a Bridge east of Brega
- Some Cities are no More Coastal.

Think thats all. Hope you enjoy the changes. Hope that now its faster and every Player has now more Things to do. Mostly the Black in the bottom west.

Have Fun!
Tim
 
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Re: World of Midgard [15.0] is submitted for review.

Postby KGB » Wed Jul 22, 2015 10:17 pm

Tim,

I am not sure the change to the location of the Black capitol was a good one. If there is a Sandworm start then Yellow will own 2/3 of the continent before Black has any chance to expand near the desert area. Even on non-Sandworm it will be hard to reach Sinda and Mokattam before Yellow since even a scout moves across Desert at rate of 2. Then consider that Red will be building Serpents on turn 1 and landing on the island with 2 cities very early with armies compared to Black who is now 4-5 turns from the nearest coastal city to build serpents or get water access. So I think Black is going to be hopeless. I suggest going back to his original position and then switch Sinda/Mokattam in terms of their defenders/special/city value. That makes Sinda a better buffer between Yellow/Black.

You also still have a problem with the entrance to that middle city area between Orange/White. The Orange side *must* go through the Dwarf tower to get walking access. But White can go south of the Waterfall and bypass the Tower entirely. You need to extend the ridge 1 more square south and then add 1 more hill square south of that next to the Dwarf tower.

The former Yellow capitol still has detailed units but the new Yellow capitol does not (nor does the Black capitol).

The toughest start spots remain Cyan/Blue. The fact that Cyan can move south and take Almhuin on turn 1, pillage and buy Dwarf production there means they are in Indairne on turn 4 and threatening Blue really early esp with Crows. It might be better to remove the hills to the right of Almhuin (4 squares at least) so Dwarfs don't move that way too fast. I'd also remove the 1 square of forest in the SW corner of that city too. After all Blue does not get easy access to the cities in the S/W corner (must take the ford at the end of the river or use ships for land units) so neither should Cyan.

KGB

P.S. I liked the slow starting nature of this map. It meant fewer rush games and more games got to the late stage which means time for good/powerful production to matter. I hope these new roads don't speed things up too much.
KGB
 
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Re: World of Midgard [15.0] is submitted for review.

Postby Tim » Sat Jul 25, 2015 8:02 pm

ThX KGB. Damno Ridges...;) i change some Things again. Thx. :)
Tim
 
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Re: World of Midgard [15.0] is submitted for review.

Postby Tim » Sun Jul 26, 2015 10:03 am

Hi KGB,
now i have Time for a bigger answer. ;)

Black:
I think its better because at the old Position you are forced to go SW away from ypou Enemy. Now you have more Options and are right in the direct Direction to the Enemy. I think its good for Black. When you start with Worms thats everytime good for yellow but the same with Dwarfs for other. You cant handle all alternatives.
I make Roads for black and you have more reachable L1 Ruins. By the Way there are enogh Water Cities reachable in T1 or T2...Dogon, Joliba and Urkisch! Cannot see something bad. Black has now the Opotions to go earlier West on the Water to reach the Isles. I just make a corner there to go from Ponapu to the other Cities in the North.

Dont want to change Sinda and Mokkatam. Thinks its good as it is.

Other Things:
The Ridge is build. ;)

At Cyan i have removed some Hills. Good Idea!

I moved Fortach Sean a little East.
I moved the Ford west of Corrinis a little East.
I moved the River Haven at Corrinis now a little.

Why remove the Forest at Almhuin?

I added the starting Units again.

I moved the Entrace in the Mountains south of the blue starting Position more in the West to get better over there.
Tim
 
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Joined: Sat Sep 10, 2011 11:25 pm


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