New map: Crescendo [1.0] by LPhillips.
Map editor link: Crescendo [1.0]
[img]http://www.warbarons.com/beta5/minimaps/463.png[/img]
1.1: Cliff end-arounds have all been fixed. I wasn't aware that cliff end tiles are passable.
Goals for 1.2: Geographical fixes.
A) Considering a pass behind the fishing village linking top left player with upper mid-left player.
B) Guard towers, with appropriate unit strength (bandit groups, wild denizens, hauntings) at key points to control map access and provide extra hero xp.
C) View towers to allow players to see a little more at their borders. They're a bit hard to defend right now.
D) Considering road for upper mid-left player speeding access to the south.
E) I need to observe the desert combat between teams to understand what should happen there.
F) Possibly more ruins.
Goals for 1.3: Unit balance fixes.
A) Top and bottom keeps need strong production and strong guards.
B) Top right player needs wood elf spawn in first accessible castle, top left possibly needs to be slowed a bit, or at least handicapped slightly in income. We'll see how important quick access to mid is and how debilitating the upper mid-right player's access to the top right player's lands is.
C) Upper mid-right player may need good income, faster access to key central castles, or playing that spot may be simply a matter of proper strategy.
Goals for 2.0: Full testing and hopefully satisfied players.