FFA4MidgardV90 [5.0] is submitted for review.

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FFA4MidgardV90 [5.0] is submitted for review.

Postby Tim » Wed Jan 30, 2013 4:24 pm

New map: FFA4MidgardV90 [5.0] by Tim.
Map editor link: FFA4MidgardV90 [5.0]


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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Tim » Wed Jan 30, 2013 4:25 pm

Better now Chazar? ;)
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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby KGB » Wed Jan 30, 2013 5:34 pm

Not sure why you changed the start spots.

Green/Red now look much better than Cyan/Yellow. The reason is they are at the 'front' of their continents. Thus everything behind them is only theirs. Meanwhile Cyan/Yellow must race to the East to make sure Green/Red don't land on their continents before they reach the other side.

So I think Yellow/Cyan should probably now be Blue/Black

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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Chazar » Thu Jan 31, 2013 10:00 am

I fully agree with KGB! Our own 2vs2 team game actually confirms it pretty much. Having the starting locations in the middle of each territory would be much better.

However, I am not yet sure where they ought to be. Having yellow start in Khairat, which looks like a nice spot, would probably be too much. Likewise moving cyan west is difficult, since the terrain doesn't allow many choices, and picking Corrinis seems too good for Cyan.

As for the desert road: Yes and no ;)
Khairat is much more vulnerable from sea now, which might be a good or bad thing. I just wanted to discuss the issue, not requesting a change. Anyway, I seem to like it and I guess I would like it even more if the city of Nedschef would be moved one square to the east. It does not change the distance tot he other cities (one has to walk around the river anyway), but it would make it impossible to invade by boat in a single turn (unless one brings a sandworm along on boat). Since Nedschef would still be directly adjacent to the river, it remains vulnerable to kraken and serpents, unlike its neighbour cities. So one city is vulnerable to sea creatures, and the other one to boats, making it somewhat asymmetric, which I believe is good for maps.
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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Tim » Thu Jan 31, 2013 10:19 am

@Chazar: Ok your right. Think its better to set nedschef one square away. To the west not east. Right?

@KGB:
I dont change the starting positions. But thanks for the feedback. I think i must change this...
Last edited by Tim on Thu Jan 31, 2013 11:34 am, edited 1 time in total.
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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Tim » Thu Jan 31, 2013 11:33 am

I think i can take only one version of the map now with v0.9 I can make then alternatives for the 2:2 and so on... My plan is that you can make
green/red vs. blue/yellow
and maybe
orange/red vs. cyan/blue
and maybe
black/yellow vs. green/white

There are many possibilites and then you can choose yourself. What di you mean?
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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Chazar » Thu Jan 31, 2013 4:32 pm

[EDIT: this assumes starting locations as in FFA8MidgardV90 [3.0], but not as shown in this thread.]

Like KGB wrote, Blue/Black vs Green/Red looks better.

Can one color occur in multiple setups? If not, I would go:
Blue/Black vs White/Red (side by side)
Yellow/Green vs Cyan/Orange (crosswise)
or
Cyan/Yellow vs Green/Orange
if crosswise is not desired.

I can also image orange/red vs. cyan/blue, but black/yellow vs. green/white seems unfair to me.
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Re: FFA4MidgardV90 [5.0] is submitted for review.

Postby Tim » Thu Jan 31, 2013 5:13 pm

Yes one color can occur in multiple setups. You can then choose it in the game setup. But when i have only one map(then i must not update two in the future...;)) i must take the starting positions from thee FFA8. Then green is at another place. I think that this is a problem or is it?
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