Westeros V1b [1.0] is submitted for review.

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Westeros V1b [1.0] is submitted for review.

Postby Dreadfort » Thu May 17, 2012 5:53 pm

New map: Westeros V1b [1.0] by Dreadfort.
Map editor link: Westeros V1b [1.0]


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Postby Dreadfort » Thu May 17, 2012 5:54 pm

Hey this is just my first version, touching up needs to be done if anyone can help with balance and terrain features let me know.
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Postby Dreadfort » Thu May 17, 2012 5:54 pm

Hey this is just my first version, touching up needs to be done if anyone can help with balance and terrain features let me know.
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Re: Westeros V1b [1.0] is submitted for review.

Postby KGB » Fri May 18, 2012 1:36 am

I know you wanted to do with entire Westeros but Pillagers original Westeros that just did from Moat Caitlin was a better idea because there isn't enough in the North to justify having it. It would be better to make 2 maps, one of the South and one of the North with the break at Moat Caitlin like he had.

Right now the Black and White sides are completely hopeless and even Yellow will have a very tough time.

White has WAY too far to go overland to all the cities east/west of winterfell. Compared to Red/Green/Orange he will be far behind in cities in only a few turns (Red will have 4 cities on turn 1 while White will have only his capitol). You will need to make east/west roads even if they weren't there in the novels because it only gets worse after turn 1.

Black has a problem that he must get into the water immediately meaning he won't get cities right away on turn 1 and may not get much by the end of turn 2. This leads to the same problem with Red being 4-5 cities ahead by turn 2 if not more.

Also this map is going to be completely dominated by sea units (Kraken/Serpents) as Pillagers map was. I'd suggest moving a lot of cities off the direct coast so that those units aren't god like because the key to the original Westeros map was a hero riding a Kraken or Sea Serpent. Now the Barbarian hero makes that strategy even better.

KGB

P.S. It would be nice if you took a few minutes and manually named all the cities to the names used in the books. Helps from a thematic standpoint instead of the current random names.
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Postby Dreadfort » Sat May 19, 2012 12:57 pm

Yes i was wondering whether i could name all the cities actually, not sure how to do it. I will add more roads in for the balance then. Also as for the unit dilemna i edited the units that you could recruit so each faction had the same set of units. Plus 2 special units, i dont know how the special units will balance out i will post them here later so maybe you can comment. Also do you think i could further balance it by changing starting gold?
One more thing i tried to do was make some places more valuable, e.g. i tried to make kings landing worth a lot more so that yellow or black could sieze and advantage, also tried to make the wall a valuable place for whites. Did i not make these places valuable enough to balance out those starting positions, could i make them more valuable by adding further ruins and resources?
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Re: Westeros V1b [1.0] is submitted for review.

Postby Dreadfort » Sat May 19, 2012 1:24 pm

Okay here are the allowed units: All factions recruit: Scout, Crow, Light Inf, Heavy Inf, Light Cav, Elf, Pikeman, Dwarf, Heavy Cav, Minotoar, Ram, Catapult, Crusader.
Special Units: White- yeti, mammoth. Yellow- Pegasus, Unicorn. Red- Gryffon, Eagle. Green- Wizard, Eagle.
Blue- Sea Serpent, Pegaus. Orange- Elephan, Scorpion. Teal- Pegasus, Eagle. Black- Eagle, Wizard.
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Re: Westeros V1b [1.0] is submitted for review.

Postby KGB » Sat May 19, 2012 6:19 pm

Dreadfort,

City Names: In the editor when you edit the city to set production you can also set the name.

Valuable cities: There is *nothing* valuable about Kings Landing. The bless site is *nice* but any one can use it not just the owner of the city (ie someone attacking him). You'd need to put a ridge around it so you have to own the city to use the site. Same with the income buildings. They are random (you can set them to a specific value if you want) and have to be guarded otherwise someone will just take them. So all in all Kings Landing is not valuable. The Wall has value only because it's SO far away but no one will ever bless up there and come back to combat (that would take 15 turns). That said, the problem is 1 city just doesn't help sides who don't get many cities/take a long time to reach cities because once you get outnumbered it's hard to come back.

Special Units: Neat idea. But then this map will have to ONLY be a scenario map for that to work. Otherwise the game won't enforce those units. As for the units themselves:

White - OK
Yellow - Replace Pegasus with Eagle
Red - OK
Green - OK
Blue - OK
Orange - OK
Teal - Replace Pegasus with Gryffon
Black - Replace Wizard with Green Dragon (they are Targaryens after all)

Note: I would allow either Orcs or WolfRiders in the regulars otherwise you don't have any ambush units and Barbarian heroes might be impossible to kill.

KGB
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Postby smursh » Sun Aug 12, 2012 1:23 pm

In the original Westeros map a temple was place by pike. This compensated nicely for the increased difficulty getting forces to other cities. Once there lower casualties allowed the pike player to catch up in cities. If you want to put a start on an island replace the lvl3 ruins(useless since any hero hero will have to return to explore) with a temple.
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Postby smursh » Sun Aug 12, 2012 1:23 pm

In the original Westeros map a temple was place by pike. This compensated nicely for the increased difficulty getting forces to other cities. Once there lower casualties allowed the pike player to catch up in cities. If you want to put a start on an island replace the lvl3 ruins(useless since any hero hero will have to return to explore) with a temple.
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Postby smursh » Sun Aug 12, 2012 1:23 pm

In the original Westeros map a temple was place by pike. This compensated nicely for the increased difficulty getting forces to other cities. Once there lower casualties allowed the pike player to catch up in cities. If you want to put a start on an island replace the lvl3 ruins(useless since any hero hero will have to return to explore) with a temple.
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