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Mardoc Wrote:I'm thinking the start location is the Malakim spot here - maybe it's worth chopping a couple of the forests out.
It's actually not an unreasonable number of forests. I'd settle 1E of the Malakim stack, giving a corn, floodplain, and two grasslands for irrigation (the starting tile and the horses ). Are you planning on giving them the starting settler promotion? I don't think some of the bonus tiles will be visible otherwise. There's even a barrow for farming XP. I kind of like the forested barrow; makes it a tough decision on whether to attack skeletons on the barrow or let them attack the city for a meager 1 XP.
That's going to be a lot of huts for them to pick up. I predict a pretty fast techrate. May also be a little overpowered for the Clan, but I guess you have to go with what the players requested.
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After looking at the whole map, I'm thinking OO will be overpowered. As far as I can tell, none of the seas is large enough to build boats (>19 tiles, I think?), so water walking units have no counter. I'd recommend either regenerating until you get some bigger seas, or adding a few tiles to some of the existing seas.
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I think the two best start locations are the Malakim and the Kuriotates ones. Most of the rest are just painful with little access to food: the Khazad one does have food, but it's trapped behind a mountain!
If you go with the Malakim location, you should make sure they have visibility on the corn, eg by removing the forest SW of it. However, it leads to the "one true plant", and having easy access to twin dyes will make for fast early teching.
The Kuriotates location has the benefit of giving several possible viable choices (fresh water vs plains hill vs potential double food), and only having cotton will keep early teching at a reasonable speed.
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Thanks for the feedback, both of you!
I sunk a few mountains into the seas, and combined a pair of seas; now there are two boatable oceans. I also checked - there are definitely paths that connect EW and NS without requiring the army to walk by a sea. And...many of the smaller lakes can be reached by canal cities, if someone wants to. I think that's enough nerfing of OO.
I decided not to touch the techrate - remember, they'll all start with a Shade and an extra settler, both of which ought to greatly boost techrate as well.
Unfortunately at this point we need to wait for the script to be debugged, it didn't quite do what I expected. If you're interested, take a test drive of the duel map here.
EitB 25 - Perpentach
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Mardoc Wrote:Unfortunately at this point we need to wait for the script to be debugged, it didn't quite do what I expected. If you're interested, take a test drive of the duel map here.
Have you considered asking Plako for help? The PB6 map was similar in concept to this one.
March 16th, 2012, 15:51
(This post was last modified: March 17th, 2012, 09:08 by DaveV.)
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I got bored at lunchtime today and did a quick hack on this. Here's the worldbuilder file with, as far as I can tell, the right map layout. Unit locations and visibility need to be fixed, but that should be fairly easy with worldbuilder file edits.
http://dl.dropbox.com/u/8114046/Bigmap.C...wordWBSave
Edit: here's the file with units and visibility fixed:
http://dl.dropbox.com/u/8114046/Bigmap2....wordWBSave
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Thanks, DaveV! It looks right to me, I'm just going to do the final touchup work (settler and shade, confirm dimensions, etc), then I'll send it out to the players tonight.
How'd you manage to do the 'quick hack'? Is it some tool you can point me too, or just your natural brilliance?
EitB 25 - Perpentach
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Mardoc Wrote:How'd you manage to do the 'quick hack'? Is it some tool you can point me too, or just your natural brilliance?
It was a custom program. I had already written a program to read in a worldbuilder file and add guardians to all the lairs; it was pretty easy to modify it to do this.
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I'd just like to state that I think this map concept is incredibly brilliant. I know I'm guilty of leaning on the terrain to tell me where the likeliest edges of the screen are going to be found but with everyone's terrain being a mirror image ... let's just say I can't wait to see the post by the first player that realises it. Just wish I could see the look on his/her face.
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