MidgardScenario7P [5.0] is submitted for review.

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MidgardScenario7P [5.0] is submitted for review.

Postby Tim » Sat Oct 13, 2012 2:38 am

New map: MidgardScenario7P [5.0] by Tim.
Map editor link: MidgardScenario7P [5.0]


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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Tim » Sat Oct 13, 2012 2:44 am

Balance Fixes

- Added two Ports near green and red
- Triggers changed a little
- Weaken Orange and make green little stronger with some changes to the map
- Change to some Defenders of White AI
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Postby Talonos » Mon Nov 19, 2012 5:05 pm

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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Negern » Mon Nov 19, 2012 10:44 pm

Would like to try starting at white. Krakens, sea serpents, heroes, all just waiting to get started. Looks a lot better than the previous version I played.
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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Tim » Mon Nov 26, 2012 10:22 am

I will see if i can change it so that you can make a game as white. ;) But i think that would be only for your own fun and is not good for a game like FFA. Or for what will you have it?

And thx! :) Are there any things that you dont like and i can make better?
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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Negern » Mon Nov 26, 2012 8:11 pm

Tim wrote:I will see if i can change it so that you can make a game as white. ;) But i think that would be only for your own fun and is not good for a game like FFA. Or for what will you have it?

And thx! :) Are there any things that you dont like and i can make better?

Haha, I'd be honored! And maybe, it would not be so bad as a starting position. High income, temples, ruins and good starting units + productions. It could make up for the few cities.

Only worry I have about the map is green and blue. Green will have a hard time expanding. Those powerful starting units will make up for a big part of it, but I believe something else could be done too. Adding a bridge over the river north of Radogast (just east of green capitol) and some roads to the north, and it will be easier to expand north. And maybe blue has too many cities near his starting position? Just to get dwarf in capital and elf in second city, and it will be easy to get past that hard terrain to the southern cities. On turn four, blue could have 7-8 cities if no bad rolls gets in the way. Don't know whay to do about it. Maybe just remove one of the cities?

In scenario maps, do players still get the random starting units or is it only in regular games?
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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Tim » Fri Nov 30, 2012 8:32 am

In Scenario there are exact the Production trhat I gave to the cities. No Random.

I know the Problem about the balancing but i made some things in the new(this) Version:

To Green: More Income in the cities that are near the Home Citadel. And better Production.
Adding some Roads in the North to. I think green is the one you enters battle as the last player. So its a advantage. And he has all directions to expand to. Many games i fought have strong green players.

To Blue: Here i made some Terrain-Changes for example that blue can not reach teal so fast. And Teak has now a corridor through Almhuin so he can expand to the south too. I think there was a problem before with the unbalanced side of blue vs. teal. I think its ok to reach soon 7-8 Cities because all can do so. When I take away some cities near blue(or one) Blue is to weak.
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Re: MidgardScenario7P [5.0] is submitted for review.

Postby Tim » Fri Nov 30, 2012 8:42 am

@Negern: Ok now test your Map. ;)
Its called NegernMidgard. Yo can play it as white. ;)
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