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.
(November 15th, 2012, 01:26)spellman Wrote: Is it just me or are you guys also amused at HOLY CRAP FLOODPLAINS EVERYWHERE
It's not just you. I don't think this map would work for a BTS game, but I think it fits FFH well, since FFH is used to insane amounts of food if you really want it with agrarianism.
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 doubt this was Mistform since it seemed to be barb warrior coming up in strage place. I'm not sure how hidden nationality+invisibilty works or can these be quired this early, but I guess it could potentially look like this.
btw when was animal AI for mistforms implemented? In version 0008 (XXI PBEM), I'm pretty certain mistforms didn't care about my borders and were capturing workers and killing units.
(December 11th, 2012, 06:24)plako Wrote: btw when was animal AI for mistforms implemented? In version 0008 (XXI PBEM), I'm pretty certain mistforms didn't care about my borders and were capturing workers and killing units.
Indeed... popping mistforms and losing our workforce was where our once-proud Kuriotate empire started to unravel.
(December 11th, 2012, 09:58)HidingKneel Wrote: Indeed... popping mistforms and losing our workforce was where our once-proud Kuriotate empire started to unravel.
It was a problem, sure, but I didn't think we unravelled until we tried to fight demons, tigers, and clowns simultaneously...