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Forum : Suggestion Box
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AuthorTopic : New Maps?
Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 22:41

I was looking at the selection of maps for battles, duels, and camps. There are 9 battle maps, while only 6 camp maps and 4 duel maps. I would think camps and duels would have more of a selection and so i started making more. I'm going to post some hoping that Req will adopt some of them and also to see what other people have made should they feel like posting a map. I have more, but i don't want to overload the forum with them all unless people want to see them.

Name: The Mountain Maze

Description: Two powerful kingdoms have unwittingly shared the land for years hidden behind the great mountain ranges. Recently scouts of both kingdoms discovered each other resulting in a bloody battle. With a new enemy discovered behind the mountains both kingdoms prepare for war.

Map34 - Duel Map

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m3q0r0,f3r0o0,f3o0r0,f3n0n0,f3i0s0,f3t0g0,f3j0q0,n0i0r0,m3g0u0,f3r0h0,f3p0i0,f3m0l0,f3l0m0,
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f3p0T0,f3f0d0,a3c0g0,a3h0a0,f3Y0j0,f3V0m0,o3Q0s0,D0p0R0,f3O0s0,p3r0P0,t3j0X0,S0h0Y0,
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n3t040,a3c0I0,l3W0P0,a3U0Q0,a3O0W0,a3J0b0,f3E0g0,l340t0,q0p060,a3a0J0,X0W0N0,
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l3N0U0,a3G0a0,n320r0,f3r000,f3c0D0,a3S0N0,q0P0Q0,a3E0b0,f300r0,X0p010,f3h090,a3Q0O0,
a3C0c0,f350l0,N010p0,p0n020,a3Y0F0,p3R0N0,a3N0Q0,a3A0d0,n020n0,l3o010,t3;0e0,n310o0,
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a3F0K0,t3E0M0,a3Y020,a3I0G0,f3V040,f3U050,f3W020,a3D0J0,s3B0M0,f390P0,f330V0,
f3T040,a3H0E0,S0B0K0,p340U0,f3U020,D050R0,o3T030,p0R040,f3N080,f3K0;0,a3B0I0,
t3A0K0,a3G0C0,f3D0F0,f350P0,m3;0J0,I0Q020,f3M060,f3J090,t3A0H0,p340P0,a3F0A0,
f3C0D0,a3:0H0,f340N0,f3O020,a370H0,a3E090,a340I0,f3J020,a320J0,a3E060,o030H0,o330I0,
a3F030,f3:0:0,I010H0,a3G010,S0E010,n0B040,f39080,f38090,f350A0,f330B0,m3D010,f3;040,
f310C0,f3A020,f37070,q05050,f36030,f33060,m35040,m34050,l35030,l33050,f35010,f31050,
n34020,n32040,p34010,f32020,p31040,o33010,o31030,

*Edit*
Good call from Bio on that goldmine. Fixed.

Last Edited : Tuesday, 18 September 2007 - 03:22

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 22:46

Name: Remnants of the Past

Description: Two kingdoms once fought here for domination of the open plains and lush forests of the land. In a final battle both kingdoms were utterly destroyed leaving behind only ruins. Now two new kingdoms have come claiming these lands only to find the remains of the old and a rival on the horizon.

Map47 - Duel Map

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D0I0B0,f3C0H0,f390M0,f380N0,f340R0,f320T0,f3U000,f3C0G0,f3A0I0,f300U0,f3S010,
f3R020,f3Q030,f3A0H0,f360N0,f320R0,f3S000,f3B0F0,f3:0I0,8350O0,f300S0,f3P020,83A0G0,
f350M0,f3Q000,f3O020,8340N0,f300Q0,f3O000,f3G080,f3D0;0,f3M010,f3E090,f360H0,
o300O0,f3M000,83L020,83C0;0,f3;0B0,8340J0,I000M0,f3L000,f3E070,f3D080,f3C090,s3A0A0,
f390C0,f340H0,83K010,s3;0A0,f340G0,f320I0,f3H010,t3:0;0,f320G0,f300I0,f380;0,n330F0,
f3G000,f3F010,f3E020,f370;0,f300G0,m3D030,s380:0,f3E000,N000E0,S0C000,s3B020,s350:0,
n300D0,m3B000,s3;010,s320:0,f300:0,100020,s38010,s35010,l33000,s32010,l32000,X00000,

Last Edited : Monday, 17 September 2007 - 23:12

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 22:49

Name: The Majestic Valley

Description: This land has long been separated by the great rivers, deep forests, and imposing mountains, but these things mean nothing to the blood thirsty kings that wish to expand their kingdoms and plunder the hidden riches of the land.

Map34 – 4 Player Camp

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s390;0,m350D0,t3A070,X09090,o300H0,s3F010,f3:070,f370:0,a330C0,f300F0,l38090,t3A040,
s3C010,s3B010,t3A010,a34070,a33080,f39000,f38010,p36000,n34020,n32040,f34000,N02020,
f30040,f32000,f30020,

Last Edited : Sunday, 23 September 2007 - 15:15

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 22:53

Name: Forgotten Paradise

Description: This land was once the envy of all the lands, but as the centuries past the land was abandoned and became wild. Barbarians and strange creatures now roam this place where once there were lush gardens. Now ten valiant knights have come to restore the land’s former beauty only to find unexpected rivals at their throat.

Map23 - 10 Player Camp

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continued...

Last Edited : Monday, 17 September 2007 - 23:13

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 22:53

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p07080,p3;040,N08050,f39030,f35060,f32090,n36050,f34040,f35020,

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Monday, 17 September 2007 - 23:04

i went to map editor from the site map and put int the first map in the load box but it only comes up as a black screen... is it broken or something...

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 23:04

Name: The Eye of the World

Description: The eight kingdoms have always been peaceful under the watchful gaze of the world’s eye. The great eye cannot always see everything though and when it blinks the kingdoms go to war.

Map24 - 8 Player Camp

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continued...

Last Edited : Monday, 17 September 2007 - 23:14

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 23:07

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continued...

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 23:08

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o35040,f31070,I05020,a32050,a33030,a35000,f30050,a33010,f31030,f31010,

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 23:16

It shouldn''t be broken, Crimson, since i''ve used it tonight myself. Are you putting the map choice as a whole word i.e. map23 instead of map 23?

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Monday, 17 September 2007 - 23:18

sry went ditsey for a second, was putting the entire code in not just the map number -.-

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Monday, 17 September 2007 - 23:34

i like the 10 player camp and the 4 player camp alot, look like loads of fun

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 17 September 2007 - 23:35

I definetely like that first Duel map because I think it might allow folks to get beyond basic and advanced troops;

but although I think a four player camp would be great, I think in that second map you might have done better to put the castles as far apart as possible in the corners.

I didn't look at the others yet.

rex

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 17 September 2007 - 23:45

In that first four player map the terrain makes it so the castles are about the same distance from the far castle as the castle right next door. Also they are just out of tower range from each other too. (from the normal castle towers)

Here''s another 4 player map that spreads the castles out more traditionally...


Name: The Lucky Islands

Description: These islands, in the shape of the four leaf clover, have long brought luck and fortune to all the inhabitants who live there. Unfortunately, their luck has run out as the four lords reach to attain ultimate power over the land.

Map33

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Last Edited : Wednesday, 19 September 2007 - 12:10

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Tuesday, 18 September 2007 - 00:34

Okay ... yes,
I definitely like that last 4 player camp and I think you have the right idea to provide man-made defences to slow things down a little.

That other camp I criticized is now #3, but my mistake ...
I thought there was a way through the trees from the back of the castle to the opposite castle first time I looked.

rex

Biodus
Joined 9/07/2005
Posts : 827

Posted : Tuesday, 18 September 2007 - 02:11

They all look good...

My only major critique is that I think there is too much reward in the center of your first duel map you posted. I would probably pull the gold mines out to the sides (seperate them) a little and not have so many gold piles around them.

A minor thing, is that you might want to carefully inspect the walls you use on the 4-player island camp map, and make sure that they are balanced to your liking for the people trying to break thru or bypass them. In a few spots, you can go around on the shallow water, and one side would get to hit walls from 3 hexes, where as the other player would have to hit walls from 2 hexes, thus making it easier for one player to get thru than the other.

Great work! Maybe I''ll post my stuff if people pay attention to these.

*_* Biodus *_*

Jmacattack
Joined 12/02/2007
Posts : 658

Posted : Tuesday, 18 September 2007 - 11:45

Coopels,

Thank you VERY much for your hard work. I have commented on each below:

The Mountain Maze –

Excellent addition to the duel choices, in my humble opinion… here’s the 2 questions I ask myself to determine a map’s strength:

1. “Did I start thinking of many different strategies to play that map?” A yes would equal success.

2. “Was there a clear advantage for one side over the other?” A no would equal success.

I really like the strategies I could see with this map – and would love to see the strategies I missed employed against me, as I love surprises. LOL

As for the center rewards – I disagree with Biodus – there should be something drawing the battle toward the center in some duel maps – and you do that well with the gold mine.


Remnants of the Past –

Interesting concept – fast moving – but a little flat for me – I don’t know why, Coopels, I just didn’t dig this one as much – if I can think of why – I’ll let you know.


The majestic Valley –

This is really kind of a Dual Duel, if you will – as it is completely balanced – and shows very clear mirroring – making the choices obviously to attack east/west or north/south – but to NOT cross-attack . I like it because it opens up the doors for 2 vs. 2 camps – and that is appealing on a whole lot of levels. I really, really want to play a 2 vs. 2 campaign.


Forgotten Paradise –

Another interesting 10 person camp. I am trying to reason through what advantage or disadvantage the Swamp-kingdom would have being the only one with a castle on unique terrain to everyone else, I tend to feel initially that it would be both an advantage in defending and a disadvantage in him attacking at speed. Same is true to an extent with the single grasslands kingdom – in that he would not have speed of movement to another castle without the additional training guild tech, yet the other 8 kingdoms could naturally pick on their twin and have fast movement in that direction.


The Eye of The World


I really, really like this map – it has so many interesting movement challenges and many rewards for careful strategy – I would beg for this like I would beg for the 4 player camp.

The Lucky Islands

This is a great idea to turn a really stinky map into a relatively good one – IF you work out the imbalance in the bridge/palisade issues as Biodus has pointed out.

Once again, I really want to play a 2 vs. 2 camp. – it would be a lot of fun.

Thanks, Coopels – I appreciate the hard work, and would welcome these maps for more choice in playing options. Please continue to work on them – and bring on those 4 player camps!!!!!


Jmacattack D~S

Last Edited : Tuesday, 18 September 2007 - 11:46

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Tuesday, 18 September 2007 - 13:45

Unfortunatly i would agree with the lucky island map. I looked at fixing the palisades to block more effectively, but it just doesn''t work out in the hex changes to be fair for everyone without completly cluttering up that entire region. I made it so the pallisades only block partially so that moving a single unit across is rather easy, but taking an entire army across would be rather difficult and foolish.

If anyone can tweak it til it works better feel free or rather even encouraged to do so.

Jmacattack
Joined 12/02/2007
Posts : 658

Posted : Tuesday, 18 September 2007 - 14:40

Coopels,

I know this might be way out of the box thinking - but why not just make all of the water adjacent to the bridges Deep Water and therefore no movement within. That way your palisades would be sufficient for slowing down routes of travel.

Jmacattack D~S

Mog DoC
Joined 5/02/2004
Posts : 14358

Posted : Tuesday, 18 September 2007 - 21:22

Water is decided on when the terrain is created, not when the map editor adds features like roads or buildings. so Coopels would have to make his own terrain to do what you suggest. That is possible, but if he goes to that extent, I doubt he`d be spending his time fixing a crappy terrain, he could just make a better terrain and go from there.

Without having looked at this map, maybe what you suggest could be done with other features added rather than a new terrain to fix the problem.

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