Randland [1.0] is submitted for review.

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Randland [1.0] is submitted for review.

Postby garvisus » Wed Jan 02, 2013 10:23 pm

New map: Randland [1.0] by garvisus.
Map editor link: Randland [1.0]


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Re: Randland [1.0] is submitted for review.

Postby garvisus » Wed Jan 02, 2013 10:30 pm

Randland is back! I eliminated the Aiel Waste, implemented the new river terrain, changed a few starting locations and altered the terrain. I did not play test the current version of the map. Please leave feedback on what I can do to improve and balance this map.
Thanks,
garvisus
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Re: Randland [1.0] is submitted for review.

Postby KGB » Wed Jan 02, 2013 11:04 pm

Shame that the Aiel got removed. While I never played them, they looked like a cool side to play with Sandworms being their prime movers.

Balance - Team:
A lot depends on what you did in regards to setting up team play (2v2, 3v3, 4v4, 2v2v2 etc). Currently I see you just left it all random which means you may get very unbalanced team play.

Balance - FFA:
In FFA mode the Blue/Cyan/White sides seem to have an advantage with all those cities grouped below them that only they can easily access but a game or two will be needed to see if that's true.
Also the Orange side (Tear) can't reach any cities on turn 1 while other sides like Emonds Field gets 2 literally right next to them.

Other comments:

1) It appears all the triggers are now gone. I recall HatchFactory enjoying those special triggers when conquering Tar Valon etc. It would be nice if some of those could be added back for specific cities/areas etc where important things in the book took place (like Rhudean since it's no longer a city it could be a ruin with a trigger type thing. Same with Shadar Logoth etc)
2) I think I would have placed the GrandFather in a L3 ruin next to Tear to represent the Stone of Tear / Calandor. I would have placed another artifact in a L3 ruin where the Chodean Kal statue is on the island chain in the S/W ocean. Those would have been the only L3 ruins I might have have unless there are other obvious L3 ruin/artifacts to place (like the tower that Mat rescues Moiraine from).
3) You can name the ruins. I would name all those L1 ruins next to the capitols and other major cities as Waygates. Something like 'Tear Waygate'. Just a nice touch for fans of the series.
4) How come you removed all the temples except for 2 move temples that are WAY out the way and won't ever be used?

KGB
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Re: Randland [1.0] is submitted for review.

Postby garvisus » Thu Jan 03, 2013 3:06 pm

KGB,
Thanks for the feedback.
The Waste: I decided to remove the waste because I felt that its north south orientation wasn't true to the books and that the main map in the books never included the waste anyway.
Balance: I am not sure how balanced this map is, but eliminating a few cites in the south may help. I gave Emonds Field two close cities because they have fords to cross in the south and a dock in the north (not sure how this will play out). I can move a city closer to Tear to help that side.
Other suggestions: I really wanted to get this map out so a lot of the little things I left off for another time.
I like the Waygate idea, and Calandor in the Stone of Tear. Triggers and Temples will definitely be updated.
It has been several years since I have read the books and I have yet to read any of the Sanderson books so a little research will be needed to get the smaller details in place.
Again thanks,
garvisus
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Re: Randland [1.0] is submitted for review.

Postby KGB » Thu Jan 03, 2013 3:29 pm

Garvisus,

You should read the Sanderson books. He's done a really good job with them and writes about 10x as fast as Jordan did over the last decade and a half. I doubt you'll be able to tell who wrote what parts.

The only reason I liked the Waste area was because it put the Aiel into the game. But I understand your reasons for not doing so since that area isn't technically in the 'main land' where 95% of the story takes place.

Can I ask a favor. If you are done editing the map, can you grant me a copy of it? I want to create a scenario map using it and so I'll need the map so I can make a few edits and set up the scenario.

KGB
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Re: Randland [1.0] is submitted for review.

Postby garvisus » Thu Jan 03, 2013 5:00 pm

KGB,
I went into controls and clicked the share map square and saved as Randland 1.1. I am not sure if the map needs to be finalized for you to access it.
garvisus
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Re: Randland [1.0] is submitted for review.

Postby KGB » Thu Jan 03, 2013 11:53 pm

Garvisus,

Yup, it needs to be finalized and submitted. All I can access right now is 1.0 which is not shareable.

KGB
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