Borders [5.0] is submitted for review.

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Borders [5.0] is submitted for review.

Postby UNiMEDiA » Thu Jan 26, 2012 9:59 pm

New map: Borders [5.0] by UNiMEDiA.
Map editor link: Borders [5.0]


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UNiMEDiA
 
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Postby UNiMEDiA » Thu Jan 26, 2012 10:10 pm

Don\'t be tricked by the fact that some starting locations have more close cities than others. City number is only one factor of Warbarons. Income, unit production, map control and ruins are also important! This map offers four starting locations, each with different strengths and weaknesses.

In the northwest are the Forest Lords. The Forest Lords excel at producing fast, hard-hitting stacks that can strike deep in enemy territory all the while remaining relatively safe in their forest. The starting city for the Forest Lords is directly next to a strength and movement temple. A city nearby produces Medusa. Another produces green dragons. Three other cities produce elves, crows and eagles. There are also many ruins nearby -- meaning Forest Lords heroes can become quite strong.

In the northeast are the Horse Lords. The Horse Lords excel at high income, map vision and quick moving stacks that excel in open combat. The starting city for the Horse Lords is next to a movement temple, two other cities and many villages. The Horse Lords land is dotted with far-seeing look out towers. Use the speed and vision of the horse lords to repel invaders while you use your high income to purchase the correct units to make your decisive march into enemy territory!
UNiMEDiA
 
Posts: 43
Joined: Wed Aug 11, 2010 12:59 pm

Postby UNiMEDiA » Thu Jan 26, 2012 10:10 pm

Don\'t be tricked by the fact that some starting locations have more close cities than others. City number is only one factor of Warbarons. Income, unit production, map control and ruins are also important! This map offers four starting locations, each with different strengths and weaknesses.

In the northwest are the Forest Lords. The Forest Lords excel at producing fast, hard-hitting stacks that can strike deep in enemy territory all the while remaining relatively safe in their forest. The starting city for the Forest Lords is directly next to a strength and movement temple. A city nearby produces Medusa. Another produces green dragons. Three other cities produce elves, crows and eagles. There are also many ruins nearby -- meaning Forest Lords heroes can become quite strong.

In the northeast are the Horse Lords. The Horse Lords excel at high income, map vision and quick moving stacks that excel in open combat. The starting city for the Horse Lords is next to a movement temple, two other cities and many villages. The Horse Lords land is dotted with far-seeing look out towers. Use the speed and vision of the horse lords to repel invaders while you use your high income to purchase the correct units to make your decisive march into enemy territory!
UNiMEDiA
 
Posts: 43
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Postby UNiMEDiA » Thu Jan 26, 2012 10:14 pm

In the southeast are the Mountain Lords. The Mountain Lords excel at producing hard-hitting stacks. The starting city of the Mountain Lords is next to a strength temple. All the cities nearby produce dwarves and giants. The city in the bottom right produces red dragons. The Mountain Lords also have many mines nearby to boost their income. Blessed dwarves and giants, combined with red dragons and a hero are powerful stacks that can move very quickly in hills. The Mountain Lords make up for their slower speed with strength and an easily defended homeland.
UNiMEDiA
 
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Postby UNiMEDiA » Thu Jan 26, 2012 10:18 pm

In the southwest are the Swamp Lords. The Swamp Lords excel at producing many stacks and quickly expanding. The Swamp Lords standard units are orcs and wolf riders. The Swamp Lords also are well positioned to control the sea because two western cities produce sea units. The city in the just northeast of center produces devils. The city in the southeast of the Swamp continent produces spiders, as well as the city in the northeast. The Swamp Lords must expand quickly to make up for the relative weakness of their units. Swamp Lords also should exploit the ambush bonuses of orcs and wolf riders with hero ambush upgrades and ghosts!
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Re: Borders [5.0] is submitted for review.

Postby LPhillips » Fri Jan 27, 2012 3:31 am

I love to see your creative employment of the map features and the way you recognize that balanced != identical/equal! I'd like to be in on your testing if you will have me. It'll be a pleasure to play another map that is more artifice than mathematics.

Oh, and you have a duplicate post up there.
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Postby Versace » Mon Jan 30, 2012 7:53 am

this map looks great, also like it that it is quite a big map for 4 players
Versace
 
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Joined: Mon May 24, 2010 7:57 am

Postby Versace » Mon Jan 30, 2012 7:54 am

this map looks great, also like it that it is quite a big map for 4 players
Versace
 
Posts: 67
Joined: Mon May 24, 2010 7:57 am

Postby Versace » Mon Jan 30, 2012 7:54 am

this map looks great, also like it that it is quite a big map for 4 players
Versace
 
Posts: 67
Joined: Mon May 24, 2010 7:57 am

Postby agony » Sun Apr 08, 2012 2:46 pm

this map is great! my absolutely favorite.
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