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-   -   Map: Mines and Farms (wraparound) (http://forum.shrapnelgames.com/showthread.php?t=35822)

DireAussie August 20th, 2007 02:47 PM

Map: Mines and Farms (wraparound)
 
1 Attachment(s)
Version 1.1 (added missing link between province 8 and 9)

Here's my new map, mines and farms, a wraparound map. Enjoy! Click on the attachment link just above in the title section to download.

A wraparound land of mines and farms
105 land + 16 sea

(there's nothing special about the provinces that have the mines, it is just a theme).

Here's a pic of the map:

http://users.on.net/~dfidge/forums/minesfarms.jpg

Gandalf Parker August 20th, 2007 02:55 PM

Re: Map: Mines and Farms (wraparound)
 
Excellent. No problem figuring out which terrains are which. And its a wraparound which is in demand.

Cor2 August 21st, 2007 05:53 AM

Re: Map: Mines and Farms (wraparound)
 
Hurray maps are good! this one look real nice.

Maraxus August 21st, 2007 10:00 PM

Re: Map: Mines and Farms (wraparound)
 
Interesting. On first look, I had estimated it to be at least 6 neigbours per province - okay, it's still 5.4.

I prefer maps with 4.5 to 5.0 n/p and more "key provinces" but
-that's personal taste
-there are other good points in this map: The density of movement hindering (and especially double hindering) provinces is good. Neither are survival skills useless, nor do you have to crawl to the front for month. And it's quite fair (not as good as cradle but over average).

Gandalf Parker August 22nd, 2007 12:11 PM

Re: Map: Mines and Farms (wraparound)
 
The thing I like about maps with different settings (connections, choke points or no chokepoints, amount of ocean, mountains or border mountains, etc) is that they force us to use different playing styles. I have definate preferences also but if I only played with those then Id be bored by now

DireAussie August 26th, 2007 04:16 AM

Re: Map: Mines and Farms (wraparound)
 
One of my key design goals is to prevent too much free movement and to create key points of interest. In this map:
- the swamp on the bottom-left restricts too much free movement between the grasslands, except for units with swamp survival (not many of those).
- mountain chokepoint on the middle left and another a little further up (but not so restrictive)
- the "channel" of free movement along the lower right
- the land/sea bridge on the upper right, which gives a back door into different parts of the map while still giving the sea race a fair go wherever they start
- the large block of mountains on the right

Quote:

I prefer maps with 4.5 to 5.0 n/p and more "key provinces"

I agree that the 2 maps that I've put up here so far have tended to be a high npp, perhaps I could try a more restrictive one next time. However one thing I dont like about overly restrictive maps is that you can have too many choke points which leads to plunking large armies at these spots, and it can give teleporting nations a huge advantage.

I have another wraparound map almost ready called wintertown, will put it up soon.

lch June 3rd, 2009 02:04 PM

Re: Map: Mines and Farms (wraparound)
 
Quote:

Originally Posted by DireAussie (Post 543924)
I have another wraparound map almost ready called wintertown, will put it up soon.

What ever happened to Wintertown? BTW, your preview images don't show anymore, except for Volcanic Rebirth.

DireAussie June 4th, 2009 01:14 AM

Re: Map: Mines and Farms (wraparound)
 
1 Attachment(s)
Heh, I must have accidentally deleted those pics when doing a clean out on my web page. DASUP also doesn't work anymore but I dont think anyone ever used it anyway, and I dont need it anymore.

I have attached Wintertown to this message. It is 'mostly finished', there are graphical artefacts with the wrapping that I never fixed but all the province properties are done (there might be a couple of links I missed though as it was never tested). I wasnt very happy with it in the end which is why I didnt publish it.

lch June 4th, 2009 02:52 AM

Re: Map: Mines and Farms (wraparound)
 
Thanks! :)
Quote:

Originally Posted by DireAussie (Post 694325)
DASUP also doesn't work anymore but I dont think anyone ever used it anyway, and I dont need it anymore.

Well, I never was as adventurous as hex editing and patching the strings in my game binary, but I did use the text file that came along with DASUP as a quick reference quite often. I even used it as spell summary for something that I'm building, I wish it would have been complete. :)


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