.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old July 24th, 2007, 05:45 PM

jutetrea jutetrea is offline
First Lieutenant
 
Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
Thanks: 0
Thanked 1 Time in 1 Post
jutetrea is on a distinguished road
Default Re: Map: Arena


Looks cool, kind of what I was thinking of.

I'll try it, but few questions:

Are the center provinces "REALLY" nice? I'm thinking the provinces themselves have to be significant otherwise its almost more worthwhile to conquer folks like normal or go for an end game snatch n' grab.

If the middle provinces were heavily defended and provided crazy riches (potential items to the first conqueror, high income/gems for holding onto it, great sites - possibly school discounts (conj 50%)) etc I could see it being worthwhile.

The middle peep always gets ganged up on, so there has to be some edge that (with good play as well) to at least hold folks off.

It could be as simple as having 90% of the provinces be wasteland and the middle be farmland with 20k pop. The difference in gold alone would make it worthwhile.

Just me rambling about how I might set up a map file.

Are the spokes connected by those red lines?
Reply With Quote
  #2  
Old July 24th, 2007, 06:25 PM
Ballbarian's Avatar

Ballbarian Ballbarian is offline
Colonel
 
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
Ballbarian will become famous soon enough
Default Re: Map: Arena

If I am remembering correctly, many of the central provinces are tagged with the "many sites" terrain flag and all of the farm land provinces are tagged as "large", so very good income unless scales destroy that.

If you look closer (in game it is obvious I think), the brown lines that you see are bridges which connect the outer spokes. In my current game, I have made a priority to capture these choke points and fortified them to protect my rump and now have a sizeable force making a run for the central ring.

Play wise, I am quite happy with the map so far. Time will tell. If the AI spends too much energy pounding each other and lets me have an easy victory point win, I may have to rethink it.

(Feel free to ramble. I do it all the time. )
__________________
RanDom v2 - Map gen & Semirandomizer.
Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
Reply With Quote
  #3  
Old July 25th, 2007, 03:09 AM

Zentar Zentar is offline
Corporal
 
Join Date: Jul 2007
Location: New Castle, Delaware
Posts: 67
Thanks: 10
Thanked 0 Times in 0 Posts
Zentar is on a distinguished road
Default Re: Map: Arena

My maps folder is getting filled with Ballbarian maps. These maps work for solo and tournament play since they are as balanced as you can get. This one has plenty of strategic cut-off points. I was about to comment on Ring, and AOM, and then I found Arena. Thank you for them all!

By the way, graphics are nice and appreciated but the strategic value of these maps is what I like best.

Indy's seem too weak even at a 9 max setting. Some (most) people like the rush of rapid expansion through push-over indy's, but it accelerates the game to the point that there isn't much time to actually develop before contact is made with other players. It also puts the slower expanding computer players at a greater disadvantage. This is more of a general comment on the game rather than this map. The Ring map delays a premature contact and sets up an intense struggle in the center.

You have mentioned treasures those who get to certain points first. That reminds me of the Heroes of Might & Magic 3 classic map Crimson and Clover. Players would race to get to the underground treasures and with several players getting there at the same it created exciting situations. Treasures can be obtained by a find (chest) or a drop from killing a SC.

Well enough rambling for now....
Reply With Quote
  #4  
Old August 21st, 2009, 07:25 AM

Gooles Gooles is offline
Private
 
Join Date: Feb 2007
Posts: 25
Thanks: 0
Thanked 4 Times in 2 Posts
Gooles is on a distinguished road
Default Re: Map: Arena

Very slightly altered the map to fit my preference. Figured I'd share. Nothing was changed except for a few lines (description, VP parameters, map file name & image named in .map file). I hope the OP doesn't mind? It's a great map (my favorite), just wasn't fond of the problems that came with VPs and random starting points (and setting starting points would have its own set of problems).

ArenaNoVPs.zip is the Arena map with VPs completely removed from the game.

ArenaVPsetOptional.zip is the Arena map with VPs still in place, but without value with regards to victory unless you set a VP victory condition. This .map also allows you to edit parameters for a VP victory in-game (unlike the original in which all were bound to have 12 VPs to win).
Attached Files
File Type: zip ArenaNoVPs.zip (203.9 KB, 239 views)
File Type: zip ArenaVPsetOptional.zip (204.1 KB, 225 views)
Reply With Quote
The Following User Says Thank You to Gooles For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:45 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.