Daradorn Valley [2.0] is submitted for review.

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Daradorn Valley [2.0] is submitted for review.

Postby UNiMEDiA » Tue Jan 31, 2012 2:21 am

New map: Daradorn Valley [2.0] by UNiMEDiA.
Map editor link: Daradorn Valley [2.0]


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Postby UNiMEDiA » Sat Feb 04, 2012 8:22 am

I designed this as a duel map. As you should be aware, there are many points of central tension. What avenue will you pursue?
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Re: Daradorn Valley [2.0] is submitted for review.

Postby LPhillips » Sat Feb 04, 2012 10:30 am

Looks really nice. I don't know if it is necessary to put the ruins so far away when they're already hard to utilize (unless you like dead heroes). But if they are level 1's, or the income is very rich, then it's probably fine.
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Re: Daradorn Valley [2.0] is submitted for review.

Postby LPhillips » Sun Feb 12, 2012 9:17 pm

Been playing on this map now, and enjoying it. The arrangement is good for a 1v1. However, the income is far too rich. I have only 45% of the cities, and my income is 1540AU. The income needs to be toned down by about 20 per city, especially considering the facts that there are many cities and good (or even excellent) production is provided everywhere. 1000 income at 50% control would be more than ample.

You might consider reducing the number of roads, but if you prefer a very fast-paced game where the best expansionist wins by default, then you don't need to. It would help the contested valley a lot if the terrain was tougher, instead of all movement and tactics being leveled by roads. Otherwise, the utilization of terrain, the production you provided, and the extra defense on wealthy cities is really nice. I would suggest that you add some defenders to cities with the best production (1-3 Heavy Infantry) to prevent players from gaining level 4 and 5 units so easily. Right now it boils down to who expands fastest and gets there first; it's a bit more balanced if the players have to work a little harder for such rewards.
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Postby UNiMEDiA » Wed Apr 11, 2012 5:34 am

thanks for the comments. i agree.
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