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Fires of Bhall. Some orcs just want to watch the world burn. [SPOILERS]

Ellimist Wrote:First off... managing 48 cities and 557 units takes up a LOT of time. Wow.

That's what I keep thinking when I read your reports. Believe it or not, I actually talked Mardoc down one map size, but this map was still way too big.
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I would agree this map is too big. What size/mapscript was used?

Might be a goo size for a continents or pangea game tho. (or just any mapscript with plenty of water)
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Merovech Wrote:Oh man, to see the look on his face.

Well he gave me a hint.




It's always a pleasure to play with Ichabod. He always shows great sportsmanship and doesn't seem to let stuff bother him.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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While looking at your reports, I thought to myself, "Hmm, it looks like HK could flank those pretty easily around one of your groups of skeletons," then I remembered he can't see them. mischief
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.
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Merovech Wrote:While looking at your reports, I thought to myself, "Hmm, it looks like HK could flank those pretty easily around one of your groups of skeletons," then I remembered he can't see them. mischief

Yeah, it's a very nice asset. He used his Ratha last turn to immobilize my units at Vivec, but he could have moved a little further in and also hit the (invisible) units NW of the city. Instead, he just killed the skeletons and moved his stack to Gon Gatha. For some reason, he hasn't defended the icy hill in front of the city. I'm going to take advantage of that...

I'll try to get a full report up tonight. The turns are very interesting.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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