Archipelago [2.0] is submitted for review.

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Archipelago [2.0] is submitted for review.

Postby Negern » Sun Aug 19, 2012 2:52 pm

New map: Archipelago [2.0] by Negern.
Map editor link: Archipelago [2.0]


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Re: Archipelago [2.0] is submitted for review.

Postby Negern » Sun Aug 19, 2012 3:32 pm

Added small defense forces on a some places (str-temple, the two crow producing cities cities and a bridge between two islands in the NW) and increased moveability by adding additional ports and roads, especially in the main areas.
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Re: Archipelago [2.0] is submitted for review.

Postby Ahla » Sat Sep 29, 2012 2:35 am

I think this map looks very interesting. Maybe I am missing something, but is Kortol the only city that can build all units? That is placed much closer to the southern starting position, and having a city that can build flyers or sea serpents here feels like a huge advantage. Or is it just a mistake?
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Re: Archipelago [2.0] is submitted for review.

Postby KGB » Sat Sep 29, 2012 4:56 am

Kortol? I don't even see a city named Kortol. You sure you are looking at the right map?

Each side has 1 city that can build all units directly next to their capitol (Jadesroad in the south and Arkhome in the north).

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Re: Archipelago [2.0] is submitted for review.

Postby Ahla » Sat Sep 29, 2012 12:38 pm

Seems to be two threads with this mapname (and 2.0). viewtopic.php?f=10&t=1590 is the other one. And in the game I am currently playing, I can't build all in arkhome, and he does indeed have a sea serpent.
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Re: Archipelago [2.0] is submitted for review.

Postby Negern » Mon Oct 01, 2012 8:22 am

Hmm, in the new version, I believe that none of the cities can produce fliers (except from crows) or water units.
The real problem is babas and assas with waterwalk. Can't do anything about that. :lol:
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Re: Archipelago [2.0] is submitted for review.

Postby LPhillips » Mon Oct 01, 2012 10:13 pm

Somehow, when you call them "babas", Barbarians seem so much less threatening.

I have the solution! Piranha and Snotling need to implement anti-air cannons as city defense options!
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Re: Archipelago [2.0] is submitted for review.

Postby KGB » Mon Oct 01, 2012 11:18 pm

How will anti-air cannons help against water walking :?

The only solution I can see is to increase the defenders from the default 1 to 2-3 (add Hv Inf). That will at least stop rogue Barb's and Assassins from taking cities on their own at least until they are very high level.

Incidentally I think capitol cities should always be able to produce every unit. They are the capitol after all and thus gives players guaranteed access to every unit and forces them to make some hard decisions.

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Re: Archipelago [2.0] is submitted for review.

Postby LPhillips » Thu Oct 04, 2012 1:52 pm

KGB wrote:How will anti-air cannons help against water walking :?

KGB


Classic mistake of thinking that any anti-air cannons ever have been designed to only point up :)

Anywho, it would be nice to have fliers on the map to eliminate hero abuse, but that would mean that players would have to defend every city, else fliers would be the only viable units on the map. Thus the need for anti-air cannons! C'mon; it's only 20th century tech. Maybe we can fudge a little? ;)
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Re: Archipelago [2.0] is submitted for review.

Postby KGB » Thu Oct 04, 2012 4:55 pm

LPhillips,

I hope you know my post was made in jest. And yes I realize anti-air cannons can point in other directions (the German 88 mm AA gun being co-opted for their Tiger tanks being the most famous example). But in that case those cannons would be useful against land units too, not just flying or water walking heroes. Plus we can consider the defensive wall bonus to be cannons given that it works against fliers ;)

In version 0.9 when neutral Orcs/Wolfriders/Ghosts get their ambush roll the entire problem can be taken care of by placing 2 Orcs in every neutral on this map. That threat of instant death will keep lone heroes from attempting to conquer on their own while at the same time being weak enough to not stop masses of regular armies from conquering the neutrals.

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