Dantes Inferno [3.0] is submitted for review.

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Dantes Inferno [3.0] is submitted for review.

Postby Garesch » Sun Apr 14, 2013 7:33 pm

New map: Dantes Inferno [3.0] by Garesch.
Map editor link: Dantes Inferno [3.0]


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Re: Dantes Inferno [3.0] is submitted for review.

Postby Negern » Sun Apr 14, 2013 11:07 pm

I admire the amount of work put into the map! Looks like a great play too. Will you start a testing game?
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Re: Dantes Inferno [3.0] is submitted for review.

Postby tabanli » Tue Apr 16, 2013 11:46 pm

This looks like a great special scenario game. For example the goal is to capture the central city in 40 turns against 1 AI. You may increase the level of difficulty by increasing number of AI's
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Postby Garesch » Mon Apr 22, 2013 11:16 pm

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Re: Dantes Inferno [3.0] is submitted for review.

Postby tabanli » Tue Apr 23, 2013 6:06 pm

I am playing both FFA version and the team version. I think as a team game, this is much better suited for a 3 versus 3 with preset locations as North versus South or East versus West.
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Re: Dantes Inferno [3.0] is submitted for review.

Postby KGB » Sat Nov 16, 2013 3:41 pm

Garesch,

Can you make an edit to this map to remove the Medusa from the neutral towers. It's annoying as FUCK to run into one with your Barb and die when you can't see the hidden Medusa inside. This adds nothing but frustration to the game forcing players to endlessly look in the map editor to see what towers are 'safe' and what ones aren't. It's better to just use a single defender type (like 1 Hv Inf) in all neutral towers.

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Re: Dantes Inferno [3.0] is submitted for review.

Postby Moonknight » Sun Nov 17, 2013 2:14 am

Maybe that is the point of having the Medusa's though, not allowing your Barb to go explore alone? A simple scout or crow accompanying your Barbie would solve your distress.
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Re: Dantes Inferno [3.0] is submitted for review.

Postby KGB » Sun Nov 17, 2013 6:22 am

I don't mind Ghosts/Medusa etc in neutral cities where you can see what's there and then decide whether you want to attack or not.

But hiding them in towers (or in stacks of more than 2 units) is simply frustrating. What exactly is it adding to the game other than forcing players to endlessly open the map in the map editor and check the towers (or stacks) to see if they are safe? Using the map editor shouldn't be a requirement of playing maps. It seems that a lot of maps are doing things like this too making the game more about using the map editor than about simply playing. Its getting to the point where I'm almost ready to suggest we go back to where neutral units don't have ambush skills.

The alternative is to change the game so that neutral units in towers are always visible in the same manner that you can click on neutral cities/ruins and see if they have set production/guardians/treasure. This is something that I think should be done including allowing players to view entire neutral unit stacks to see every unit in them rather than making players use the map editor.

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Postby Garesch » Sun Nov 17, 2013 9:13 pm

I agree. I hate the fact that you can't see what's in a tower anyways. I'll look into making an update soon.
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Postby Qbic » Mon Mar 30, 2015 8:50 pm

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