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World of Symmetry
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As I know there is some demand for a MP map with as balanced start positions as possible (like World of Geometry) but not too big (unlike it), I've made a smaller version with 265 provinces (still 12 start locations, so about 22 provinces per player).
To resume World of Symetry is essentially WoG without the caves/deep seas part and (for the moment) without special sites and garrisons (there are also some little changes : 2 more seas provinces in the central area and more ports to the isle ; and new gateways in the border mountains). The map is no longer wraparound but the 6 gateways allow to reach the other side of the map or the central isle (all gateways are linked with the central isle + one other gateway). I will perhaps make a version with garrisons later (big monster garrisons of WoG cut pasted to the border mountains provinces, and the choke points anti-rush armies) but for the moment it's a pure vanilla map, without special sites or encounters (there are just some many sites provinces with the usual dolmen icon, large provinces with the town one, and one very large city, the Isle of Eternia with 50000 pop). http://img230.imageshack.us/img230/9...etryimgrh6.jpg Version 0.2. |
Re: (Not really) new map : World of Symetry
Twan - can i get you to post this to dom3maps.wikidot.com if you havent already?
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Re: (Not really) new map : World of Symetry
Posted there, but not really understood where to link the image. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: (Not really) new map : World of Symetry
For future reference, you can edit any of the other pages.. dont actually edit, but look at the code.
I'll add the picture. Thanks! |
Re: (Not really) new map : World of Symetry
Looks nice. I'm a fan of larger version though (just my preference) but I can see why smaller map is better for MP games.
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Re: (Not really) new map : World of Symetry
Twan:
Are you already working on a new map? I would love to see a nice big mag for teams http://forum.shrapnelgames.com/images/smilies/happy.gif For even 20 people at once. |
Re: (Not really) new map : World of Symetry
I don't plan to make one like WoG for 20 players in a near future (I've two big unfinished maps in the 400-700 provinces category I will perhaps release one day, but more classical and not made with the goal of balancing start positions).
I also have another project for World of Geometry 1st version, a nasty version to play in team allied against the AIs (with Pharaex, the worshipers of enslaved gods, the underworld trolls, etc... as AI nations...). |
Re: (Not really) new map : World of Symetry
Nice!
I don't like to play on maps any larger than this, so this is perfect for me. Especially as it doesn't have special provinces or anything. Great for my kinda SP games. Thanks a lot Twan :] |
Re: (Not really) new map : World of Symetry
Twan:
Sounds like a great thing. I like to play 2 against AI http://forum.shrapnelgames.com/images/smilies/happy.gif They will be allied, right? |
Re: (Not really) new map : World of Symetry
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I don't mind playing that either. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: (Not really) new map : World of Symetry
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I have a more sadic project with a little more AIs on the map : - 24 worshippers of enslaved gods armies (using their nations modded to play in ME, with starting armies at their actual positions, agressive and not allied with anybody) - Guards of Pharaex (owning the borders of the plain, allied with Pharaex, here to limit his expansion untill there is a hole in their line, will mostly have strong PD and immobile commanders) - Keepers of the Gateways (starting with the gateways provinces, allied with Pharaex) - Revolted Big Monsters (owning the second cave province of each road to the gateways, not allied with pro Pharaex factions but they and the keepers will have an high PD to prevent the other faction of invading them fast -the two will be defensive and should rather expand some time in the underworld- ; the first province of each road will be indie but with a sufficient army to prevent a rush of the big monsters against the players) - A troll/troglodyte/gnome Nation (owning a realm of secondary underworld provinces, allied with the revolted monsters and blocked by them untill they are defeated by players or keepers) - Pharaex Empire (starting with the plain, strength determined by indie setting ; his modded nation will produce more big monsters in his capitol - not too often, they will cost 1000 ressources or so and lots of gold ; I will use indie setting to allow the player to set the strength of this nation (all Pharaex provinces except Eternia will be attacked by indies in turn one, the higher their strength will be, the weaker he'll start) All factions but the troll nation and Pharaex won't be full nations - capitols won't be connected with the main map (and they'll have immobile placeholder pretenders there). To resume my idea : - the player(s) nations have to defend themselves in early game against the nearest followers of enslaved gods armies (also if some of these factions survive and success to make or take forts / developp a strong army they may end making holes in the plains guard and so allow the main Empire of Pharaex faction to exit the plain) - if the players start to expand in the underworld, revolted monster faction will be freed, if they invade them keepers and troll factions will be freed too ; and if they reach a gateway, Pharaex Empire will be able to counter attack in the underworld - anyway if the players wait too much, revolted monsters or keepers will be destroyed, and the trolls will free Pharaex faction themselves (and may even win, taking Eternia before the players) (for the moment it's just an idea, I've just made the map version with more white pixels for the special nations capitols, modding all the special nations/editing the map will take some time, and probably far more to have things working as expected) ps @Zeldor : don't forget to re-send your orders for King of the Isle |
Re: (Not really) new map : World of Symetry
I'm not quite clear on your intent. Are you talking about basing this 'sadic' (sadistic?) map on World of Geometry or World of Symetry? I'm hoping it's an adventure upgrade of the World of Geometry myself.
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Re: (Not really) new map : World of Symetry
On world of geometry of course.
The symetry version was just made for MP, as people often find the version with caves too big. ps : it's "sadique" in french, usually english = shorter than french so my translation guess was "sadic" http://forum.shrapnelgames.com/images/smilies/wink.gif |
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I am very much looking forward to this version of the map. |
Re: (Not really) new map : World of Symetry
I've noticed what I think is a little bug.
Province 210 doesn't have a connection to province 199, though the border between them is yellow and it would seem they are supposed to connect. |
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Also provinces 46 and 68 seem to be erroneously connected.
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Re: (Not really) new map : World of Symetry
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Thanks, fixed the two errors.
(v0.2) |
Re: World of Symmetry
Hello, I am playing on this map currently in a multiplayer game. And I discovered that one of the water provinces (154) is mistakenly treated as a land province by the game.
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Re: World of Symmetry
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See the attached file for the corrected version! Nice map! |
Re: World of Symmetry
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I have fixed the following additional issues:
-- deleted 46-68 -- deleted 192-212 -- added 43-63 -- added 199-210 -- 19: mountains -- 188: swamp -- changed text color to black The tga file is the same. |
Re: World of Symmetry
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i think 155 and 172 supposed to be connected. fixed.
also, fixed mispellings (symmetry not symetry) and out-dated name references (v0.3 still referencing a tga file called symetry2 from when map was v0.2. unless the tga file has ever been changed, it shouldn't even have version update. map file now simply references 'worldofsymmetry' to make this more obvious. |
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