World of Midgard [16.0] is submitted for review.

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World of Midgard [16.0] is submitted for review.

Postby Tim » Sun Jul 26, 2015 10:09 am

New map: World of Midgard [16.0] by Tim.
Map editor link: World of Midgard [16.0]


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Tim
 
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Re: World of Midgard [16.0] is submitted for review.

Postby Tim » Sun Jul 26, 2015 10:10 am

Hi KGB,
now i have Time for a bigger answer. ;)

Black:
I think its better because at the old Position you are forced to go SW away from ypou Enemy. Now you have more Options and are right in the direct Direction to the Enemy. I think its good for Black. When you start with Worms thats everytime good for yellow but the same with Dwarfs for other. You cant handle all alternatives.
I make Roads for black and you have more reachable L1 Ruins. By the Way there are enogh Water Cities reachable in T1 or T2...Dogon, Joliba and Urkisch! Cannot see something bad. Black has now the Opotions to go earlier West on the Water to reach the Isles. I just make a corner there to go from Ponapu to the other Cities in the North.

Dont want to change Sinda and Mokkatam. Thinks its good as it is.

Other Things:
The Ridge is build. ;)

At Cyan i have removed some Hills. Good Idea!

I moved Fortach Sean a little East.
I moved the Ford west of Corrinis a little East.
I moved the River Haven at Corrinis now a little.

Why remove the Forest at Almhuin?

I added the starting Units again.

I moved the Entrace in the Mountains south of the blue starting Position more in the West to get better over there.

13.0 to 15.0
Big changes:
- Opened a Northern, Eastern and Western Passage to the Mountains in the Middle-East and slightly rearanged the Between the Mountains Terrain.
- SuiFeng is not razed anymore. Its now a Poor City
- Changed the Black and Yellow Capitol
- Added some Roads mostly in the Starting Position from Green, Yellow, Black and Red but some overall to make the Starting Faster on this Map

Small Changes:
- Some Terrain changes
- Added a Bridge east of Brega
- Some Cities are no More Coastal.
Tim
 
Posts: 484
Joined: Sat Sep 10, 2011 11:25 pm

Re: World of Midgard [16.0] is submitted for review.

Postby KGB » Sun Jul 26, 2015 6:21 pm

I like your changes in the Cyan/Blue area. Moving the road below Blue's capitol will help offset the forest square at Almhuin since Blue now moves south / west easier to compete with Cyan.

I guess we'll just have to see how the Black start spot plays. You won't learn much until you have some games with 8 players (teams or FFA) so that Yellow/Red/Black are all being used) and see if the start spot change is good/bad.

Black realistically gets access to 7 cities: Dogon, Dyu, Ikenga, Joliba, Oschogbu, Nerisch, Urkisch without interference. Yellow gets access to 9 cities (more likely 11-13 if you include the island to the left and the 2 north of the capitol) and there are 4 disputed cities (Corinth, Sinda, Ponapu, Mokattam). That's a large difference so Black has to hope there is a lot of pressure on Yellow from other players.

KGB
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