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Strategic Chokepoint MAPs
http://www.dom2minions.com/~dominion...humbnails.html
In honor of the new DomMap code (thank you Lintman) which is not only much prettier but also creates non-crossable borders WHICH SHOW UP ON THE TGA IMAGE! Anyway I did a quick run of the EPIC sized maps from my site. Eventually I will probably shift all of the sizes to make some use of the code though Im not sure if all of them will have impassable borders. There are 3 runs (1-10, 11-20, 21-30) with different amounts of impassables. The program also allows for a 100%. Since it makes sure that all provinces are connected to each other somehow, that creates one huge giant maze. I didnt do one of those but its a neat feature. If you want to discuss the dommap program then be sure to enter the DomMap thread. Im mostly just a "user" |
Re: Strategic Chokepoint MAPs
Interesting, thanks!
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Re: Strategic Chokepoint MAPs
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http://www.dom2minions.com/~dominion...andomMaps.html Now all of the maps have a section done with the new program. So.... anyone? anyone? are they downloaded? are they playable? too bright, too dark, too many impassable borders, not enough? On the examples page wre there any that cought your eye? http://www.dom2minions.com/~dominion...p/00_index.jpg Come on people, you got to feed the flow to keep it going. I aint doin this for nuthin. [img]/threads/images/Graemlins/Teddy.gif[/img] |
Re: Strategic Chokepoint MAPs
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Well, since you're fishing for compliments, I guess we should thank you (some more). heh [img]/threads/images/Graemlins/Fish.gif[/img] |
Re: Strategic Chokepoint MAPs
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Its not so much compliments (In this case. Im not doing that well) but if no one comments then I just never seem to move on to the next step. Take a look at my site and how cluttered it is with started projects that havent moved forward. I can tell from logs if people have looked at stuff and downloaded stuff, but heck I see people looking/downloading the old Dom1 stuff that I havent updated in over a year. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Strategic Chokepoint MAPs
Just keep on remembering about the way to pay for free things... I remembered it, and posted that two-word reply! I hope it will stay in my mind for little longer...
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Re: Strategic Chokepoint MAPs
A question about the random maps...do they need to be modded to play with? I have never tried to mod a map, so I'm not sure what's involved, but I was under the impression that some work needs to be done before these maps will support a game.
Is this true? |
Re: Strategic Chokepoint MAPs
The maps definately look a lot better than they did just a couple months ago when I Last looked at them. Kudos to both Gandalf and the people who modified the map-making program. http://forum.shrapnelgames.com/images/smilies/happy.gif They actually look nice enough to make me consider trying to get a MP game going on one. |
Re: Strategic Chokepoint MAPs
Let me make this clear that they are completely playable exactly as they are. Im not yelling at you, I just have to be clear because Im about to wander off the subject abit.
I often use them as "starting points" for people who want to take a stab at making maps because sometimes there are "almost pretty close to being good". So they make a good base for someone to look at the .map file (which is plain ascii text) and try adding a few special things to it, play it, add some more, play it, etc etc etc. I think thats the problem. I cant seem to answer the first thing (YES they are playable) without wanting to go too much into the second thing. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Strategic Chokepoint MAPs
Hmmmmm obviously I should make use of the new impassable randoms in DomMap. Im considering maps like "Mazes and Monsters" or "Poke in the Eye" or "Miirunst X". The problem is that I used the random placement of monsters as a way o creating chokepoints. Having to go around provinces that had a pretender with another pretender as guards and another pretender as troops, or one with doom horrors, or treelords, etc etc created strategic chokepoints.
It may take some experimenting to find a balance between throwing in both extra monsters, and impassable borders, to keep from having something that can trap a player. Im debating if its worth it. I should probably play the impassables abit and see how well they provide for a strategic chopkepoint game. |
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