(March 29th, 2013, 14:48)Sian Wrote: I was handed a forced loss by that map with no realistic chance whatsoever...
I'm willing to challenge that no one (not knowing that they'd be an extremely early attack) would start with building a warrior with what i could see (or stay home with both units, and even then it would at best be a cointoss who'd win, specially since one of them was camping on the ruin so i didn't get thrown Barbs in my face ... and it wouldn't be possible to get the extra warrior back in time), and i don't think anyone would explore in the direction that Molach since it appeared to be Jungle which would be rather suboptimal to explore early on ... that and moving my capital 1E (closer to an allready extremely close opponent, NOT THAT I KNEW) made sense with what i could see
There is simply no way i could have defended against that without playing what would be highly suboptimal on 11 out of 10 'standard' maps ... and the thing about the AF GLH that i didn't spot ... the governor works in that if you move any tile even once (which i did, sue me), then it doesn't automaticly move to a better square ... and frankly i didn't expect a so doctored map so the idea that it could have Ancient forests (or any mention, not that i remember any) didn't even cross my mind, when we first actually got around playing the damn thing
You did get the short end of the stick.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I'm willing to claim that i didn't get the stick at all
... i'm willing to relief at least some of the blame from Q since it was (from what i can see) his first map ... but that noone pointed out (loud enough) that it would mean issues, and that doctoring base maps which was rolled for a wrong amount of players was a bad way and that he should start from scratch (or even usurp, given peoples greater knowledge), preferably with some mirrorscript with small doctoring ... thats the part I find most troubling and guilty of blame
I really am very sorry, and I know I failed there.
This game really did have the worst result though, with both of you moving towards the other.
If I did it again I would definitely have rerolled after figuring out the player discrepancy, but id already lost two maps to my computer crashing,and was running out of time so wanted to send it off.
However I will say that I offered two possibilities when I threw my name in the ring for a map - some mirrored script like mirrorland, or a edited standard map (with the edits being around avoiding some of the problems in random maps like start disproportinality, forest chokes, resource inequality etc.) IIRC right from the start I said I couldn't offer balance.
And people definitely expressed a preference against mirroring...
Yeah this was my first map, next will be (largely) mirrored for sure.
Because I'm worried its lost in the rest of it, I am very, very sorry for the way things turned out
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
As a lurker, I should have been more proactive. I never even downloaded the map; just looked at the starting screenshots.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(April 7th, 2013, 14:35)Molach Wrote: Seems like I played a turn at 04:17 last night. Don't quite remember what I did, luckily I took two shots.
Scout was at 2.8 (3) last turn (EOT) but it seems like I moved him instead of healing a turn. He is combat II, so I think I'll take my chance and move him to the hill next to warrior, free him turn after that.
I see a fire raging here, too bad we can't bring a burning branch to my jungle and burn that down too.
My scout can free the demon warrior soon.
...
There is a lair to his scouts NW that I don't believe he noticed.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
For serdoa, I didn't know orcs could walk through it, the intent was to provide early game defence (there are always over routes, they just take longer) but not close off the area for future contention.
They only occur where there was a natural near-chokepoint.
I think gtangel has neglected expansion for gnp, into excess. He's researching code of laws, with only 3gpt in costs, and yet he has two cities and (I think) one worker. The three unimproved tiles make me think that workers have been underbuilt, and the fact that serdoa and Molach both have three cities (or nearly) after performing moves that have significantly slowed their early game (GA for serdoa, rush for Molach) tells how badly its been neglected. I think the eldar council is where his hammers have been going and again speaks of too much research not enough rexing.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 17th, 2013, 08:22)BRickAstley Wrote: Spellman, pleased be careful where you post, that last post was accidentally put in the tech thread, not the lurker thread.