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Map Design

Discussion in 'General Discussion' started by Contrary, Jul 31, 2011.

  1. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Dear Map Makers

    Mountains are lame and lead to stalemates and clusterfucks. They give way too much advantage to the team that reaches them first and they don't actually slow down rushes that much. They overpower catapults waaaaay too much. Especially bad since catapults are already way more powerful than they need to be.

    Valleys are just as bad. They encourage battles of knight attrition, where whoever pours the most knights and their bombs into the valley wins.

    I remember a map on Furai's server which was just sharp vertical mountain after sharp vertical mountain. Please do not do this this is not fun.

    Please just have nice rolling hills and maybe very small little pits. Maybe even modest, rounded mountains. No rush deterrents are required; we have minutes at the start of the game for the minecrafters to put up their humongous vertical slabs of stone.

    I'm not saying don't do different stuff- that gold castle worked out quite well, but just dial it back a bit with the vertically zig-zagged maps.

    Thank you,

    Contrary
     
  2. dnmr

    dnmr Ministry of ban Global Moderator Forum Moderator Donator Tester

    Messages:
    667
    like this? (WIP) http://img683.imageshack.us/img683/6557/hills35.png
     
  3. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    I'm currently creating maps for the community to use. Do you have any suggestions for maps other than just rolling hills?
     
  4. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    No Hills
    No Valleys
    Knight only
    Final Destination
     
  5. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    You want a flat all obsidian map?
     
  6. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Next build will allow restriction of possible classes.

    That said, I think it would suck to have a knight-only game.
     
  7. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    I think something like this
    [​IMG]
    would work better, as you've got some vertical freedom and are better of fortifying the line close to home initially.

    Oh yeah map colours are changing soon.
     
  8. illu

    illu En Garde! Donator Tester

    Messages:
    737
    Then pls update them here on the wiki. Or just post them so I can edit it. Manually finding out the colors is a pain-in-the-ass process. :S
     
  9. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Yes like this.

    Don't make a flatland, but keep the elevation gentle is all I'm asking. You will get your crazy cliff drops and humongous mountains when the minecrafters and suicide bombers get in.
     
  10. Valkyrie

    Valkyrie Shark Slayer

    Messages:
    681
    I second everything here, though I'm more Archer, I'm sick of falling into a bottomless pit dug by some idiot who thinks he can build pits and win the game
     
  11. Vania

    Vania Guest

    And to prevent too much tunneling you should keep the dirt around 20 tiles deep.
     
  12. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    [​IMG]

    I think that's the image with "current" colours, without the hard/soft dirt obviously. If there are any issues with missing colours please address them and post the results here, we'd like to address this asap.

    Feel free to test and suggest changes. I think we just need a more steppy generator and more playable caves (read: square chambers, outcrops here and there), as well as some ruins to fortify (especially once we have rubble in-game).

    An issue with KAG gameplay as a result of the maps is very "linear" play. I've attempted to address that by providing more paths in the middle. Unless you've got a bunch of bloody dedicated builders you'll probably not be able to fortify all the tunnels so you'll need to slowly push through them all, with one fort falling meaning you've got a breached line. That should lead to more interesting warfare... hopefully.
     
  13. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    I think you're on to something. Designing maps for this type of game is very hard because it is very strategical and that needs to be satisfied. But satisfying strategical needs with only two dimensions is a little difficult.
     
  14. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Map wrap for president?
     
  15. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    I'd vote for him