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-   -   Map: World of Symmetry (http://forum.shrapnelgames.com/showthread.php?t=37163)

Twan December 15th, 2007 02:55 PM

World of Symmetry
 
1 Attachment(s)
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.

Zylithan December 15th, 2007 03:24 PM

Re: (Not really) new map : World of Symetry
 
Twan - can i get you to post this to dom3maps.wikidot.com if you havent already?

Twan December 15th, 2007 03:50 PM

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

Zylithan December 15th, 2007 03:59 PM

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!

Daynarr December 15th, 2007 06:15 PM

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.

Zeldor December 15th, 2007 10:07 PM

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.

Twan December 16th, 2007 12:27 AM

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...).

Sombre December 16th, 2007 02:13 AM

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 :]

Zeldor December 16th, 2007 04:49 AM

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?

Daynarr December 16th, 2007 05:53 AM

Re: (Not really) new map : World of Symetry
 
Quote:

Twan said: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...).

I like this idea. I bet Gandalf will like it too. He loves to play SP games on large maps with allied AI's. http://forum.shrapnelgames.com/image...es/biggrin.gif

I don't mind playing that either. http://forum.shrapnelgames.com/images/smilies/happy.gif

Twan December 16th, 2007 08:12 AM

Re: (Not really) new map : World of Symetry
 
Quote:

Zeldor said:
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?


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

Panpiper December 16th, 2007 07:24 PM

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.

Twan December 16th, 2007 08:14 PM

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

Panpiper December 16th, 2007 10:08 PM

Re: (Not really) new map : World of Symetry
 
Quote:

Twan said: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

Sadique translates to sadistic in English. It should have been obvious to me what you meant, but I forgot or didn't notice your tag saying you're from France. I'm from Quebec and speak French (though my written French is pretty awful).

I am very much looking forward to this version of the map.

Sombre December 28th, 2007 01:43 AM

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.

Sombre January 16th, 2008 06:12 AM

Re: (Not really) new map : World of Symetry
 
Also provinces 46 and 68 seem to be erroneously connected.

Twan January 16th, 2008 04:35 PM

Re: (Not really) new map : World of Symetry
 
1 Attachment(s)
Thanks, fixed the two errors.

(v0.2)

Janlm October 21st, 2008 03:16 AM

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.

Deathjester November 10th, 2009 12:03 PM

Re: World of Symmetry
 
1 Attachment(s)
Quote:

Originally Posted by Janlm (Post 647115)
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.

I just corrected that. I also corrected another neighbour error between 148 and 154.

See the attached file for the corrected version!

Nice map!

vfb December 10th, 2009 05:28 AM

Re: World of Symmetry
 
1 Attachment(s)
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.

Omnirizon December 11th, 2009 12:25 AM

Re: World of Symmetry
 
1 Attachment(s)
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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