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#13
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Re: How do you test a map?
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The "play a lot of games on it" approach can work if you have infinite time and a vast assortment of figures, but there's certainly more efficient and informed ways of analyzing a map for balance. I could probably wind up writing a 10-page manual of specific things to consider, but for now I'll stick to the most basic principles. In my mind, the main principles to consider boil down to these: 1. Is the map symmetrical (asymmetric maps can be balanced, but it is much harder to balance them, and it definitely requires more of the play-test-till-you're-sick-of-it approach)? 2. Where are the high points? 2. Who can reach the high points and how quickly and efficiently can they do so? 3. Who can't reach the high points (e.g., Do some places require flying or other special powers to reach? Do some map features prevent two-hexed figures from reach a point?) 4. How close are the start zones to one another, and can any units unleash devastating attacks on the first turn or two? 5. Have sufficient considerations been made for melee figures? Are there points on the map that are advantageous to ranged figures that will require an inordinate amount of turns for melee figures to reach? 6. Do any specific units "break" the map? 7. Glyphs... Now I will briefly elaborate on some of these basic principles: 1. Symmetrical maps at least offer the same terrain to deal with to each player. For a more thorough discussion on this issue, see the Asymmetric Map Workshop. 4. A threat to balance comes with the ability to launch powerful attacks on the first few turns of the game into the enemy's start zone. The main unit to watch out for here is Zelrig - Mimring and the AE to a much lesser extent. 5. I always ask myself, "Does this map give an army composed of 50% or more melee units any realistic chance of winning?". Everyone understands that ranged units have a major edge over non-ranged units in the metagame, but ranged units can gain an even greater edge on maps designed by someone who has ignored this fact. Many amateur mapmakers exacerbate the power discrepancy between range and melee by designing valleys that melee figures are forced into, while ranged figures may sit back comfortably on their little hills blasting anything that dares approach. Don't make maps like this! Unfortunately, the best (worst?) example of this that I can think of is a map that won a contest, Knophree Pass, based on a popularity vote, because it looks pretty and players can easily imagine themselves turtling on a hill next to their start zone making mincemeat of any figure that comes near (for some reason, they like that). Again, this is an example of a horribly imbalanced map. Most maps should also have intentionally and strategically placed line-of-sight blockers such as trees, ruins, glaciers, jungle terrain, and the like to give melee figures a fighting chance. Wide-open maps might be balanced for a shoot-out between ranged figures, but they certainly aren't balanced for the majority of units available. 6. Do any units break the map? A unit that "breaks the map" would be one that possesses abilities that could confer competitiveness beyond a reasonable level. Units to especially watch out for include: Airborne Elite (the drop + range) Mimring (flight + range) Nilfheim (flight + range) Protectors of Ullar (flight + range) Theracus (flight plus carrying a ranged figure) Saylind (flight plus summoning a ranged figure) Zelrig (flight + range) As you can easily notice, the way by which the above units could break a map is through reaching a spot that is invulnerable to melee and then attacking without possibility of retaliation. This is especially important to watch out for on maps that utilize a lot of fortress terrain or simply have extreme variations in height. 7. Many of the official glyphs are extremely powerful. I won't get into a deep discussion of specific ones here, because I'm sure a search could turn up good information, but suffice it to say that I really only utilize a few of the glyphs in my maps. Glyphs that are valuable without being game-breaking, in my opinion, are: move, initiative, luck, wound, unique attack, and intercept order. Ones that I avoid due to being overly powerful include: attack, common attack, and defense +2. All the others lie somewhere in between or are very situational, such as Rannveig (anti-flight). For instance, see my map Cold Mountain for an example of a map where Rannveig is not only reasonable, but almost necessary. ______________________________________________ I definitely have a lot more to say on the matter, but alas, I grow weary of typing. You can find a brief sketch of general map considerations that I began putting together here. They are not thoroughly discussed though, because I was writing for a different audience there, namely for ProtoFury, who is preparing to write a manifesto on map design principles called "Designing Valhalla", so look forward to that and take a look at his map thread to join the discussion. Last edited by rouby44; September 10th, 2009 at 12:12 AM. |
#14
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Re: How do you test a map?
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When I design a map, especially a map that takes into account a lot of height (i.e. Gransoth Falls, Ecdinox Pass, and the like), one of the key thing I focus on is how my tiles are stacked. I usually offer many ways to get to the top of something, whether it be a small embankment allowing a little height advantage over a specific high-risk, high-reward area, or whether it be a large mountain that is the central focus of the map. First, I offer players what my look like the easiest route up. A small staircase usually does the trick, and looks nice and sleek too. Ocasionally, I use ladders for things other than walls, but I never put them right at the key point of a high-ground. You still have to work for it. And finally, I most often include the steep route, which looks like the most inconvenient way to get up. In fact, the steep routes up to the high areas, in my maps, are the best ways to get up. I NEVER create a "step" that is more than three levels high, because the lowest move is 4, and anyone with a move of 7 and under can only get up one "stair" per turn, sans Flying. Usually, this requires at least 2 turns to get up the side of something if I make it really steep, but for the effort put in, I place it closer to the key point. When I use easier-looking "stairways," with a series of level increases going up 1-hex each turn--it is the least favorably option. Ging up a step that takes you up three levels, eats up one turn of move, but going up a stairway that takes you up just as much height usues much more move. For instance: It takes the Tarn Viking Warrior on the left 4 turns to get to the (extremely) high gound, using a steep acess route. For the Viking on the right, it takes 6 turns, although the passage up the mountain looks less steep. The passage on the right also takes a lot more terrain to make. This also plays into piece conservation, key to making a good map. Now this is an extreme example, and I know that very few people would make a passageway that long to get up to the mountain, but I do see small variants of it here and there. Making a small road like that as the only way to get up somewhere is costly as far as terrain, and it also makes the battle drag on. As long as something like this is kept to a minimum, your battlefield won't run into too many of these kinds of problems. And, my advice to you would be, go ahead and post your maps! They're not going to be perfect at first, but no one's are! Part of the whole posting your maps process is allowing other people to look at your maps, playtest them, and offer suggestions you may not have ever thoght of. It's all a learning experience. |
#15
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Re: How do you test a map?
Great stuff rouby44. Next time, wait until I've spread the rep around.
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I don't like Gerda (def +1) as much because it slows the game down, but if you don't mind that then it works the same way. Jalgard (def +2) is just crazy, though. |
#16
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Re: How do you test a map?
Exellent posts guys. This is the kind of stuff I was looking for.
______________________________________________________________ Excellent points Rouby. So, how would you go about looking for those things? For example, would you make an army of fliers, or a dragon army, and see if it consistently beats other armies? Some of those things seem to be easier than others to look for. Quote:
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#17
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Re: How do you test a map?
Heh well like rouby posted once about Ecdinox Pass, he said how he could break my map with a few figures. It showed me I forgot to put a Glyph of Rannveig in there. It was extremely helpful.
That kind of input is essential. And I don't have rats either, heck, I don't even know why people hate them so much, I have no idea what they do. But what I try to do is keep all of my maps balanced, so that any army has a shot. (Ignore my lastest map, Skorlian Trench, here. That's mostly for ranged figures.) I've said before, that the key thing to building a map is originality. As long as your map is original, it can be the biggest crap-map in the world--but at least it was yours. Right under originality comes the custom-mapmaking trifecta--Playabilty, Believability, and Aesthetics. These are all extremely important in their own right, and you want to go for an excellent balance between the three. There's plenty of maps that look amazing--but they aren't believable or playable. You can make the most competetive map ever--but people may not like it if it doesn't look good or doesn't make sense (having hot lava tiles running through a smap would be a great example of both of these problems). And You can have the most believable map ever created, and it can have terribly playability and bad aesthetics. Something like: "I made a large, flat lowlands map with a stream and one small hill!" would be a perfect example. Are there actually places like that? Of course. Would we want to fight there? Not at all. Not unless there was something special about it. Basically, as long as your map is original, balanced (it doesn't have to be symmetrical--a lot of my maps are asymmetrical but work well--i.e., The Ruins of Castle Stejos and The City of Minos Tauer, both on my thread), makes sense, and is pleasing to the eye, you've hit all four of the main designing principles. Then you can post it up here, for us to oment on and give advice. My maps aren't anywhere near perfect--no one's are--everyone will have their own likes and dislikes. As long as you like it, post it! If you have to go through multiple phases to get o where you like it, so be it. I had to rebuild Skorlian Trench a few times to get it to where I liked it--same basic idea, three totally different builds. Gransoth Falls is one that I remade like 11 times to get it to finally come together with all the pieces I had at the time! I guess what I'm saying is, don't be ashamed of your work. You put good effort into it, so don't be afraid to post them--we're not going to eat you alive, we just want to offer advice and assistance where necessary! As far as Glypphs go, I enjoy using them and using a plentiful amount of them, but only on my bigger maps. On my smaller maps, I use less and allow the players to rely on their own strategies, strengths, and weaknesses. It's a matter of personal choice. And sorry that I only use my maps as examples--I do so because I know exactly what was going through my mind at the time I was building it, why I built it, and so on. It's not some kind of blatant self-promotion or anything. |
#18
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Re: How do you test a map?
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______________________________________________________________ Anyways, I guess I will post something then. Just for you Proto, just for you. I don't have a name for it or anything yet but I played a couple games on it.
Spoiler Alert!
It is probably the most simple map I will ever make in my entire life. It also uses a really small amount of terrain and no water, which makes me think I was possessed while building it. So, aside from the map probably having tons of issues I am unaware of, how would you go about testing it to make sure it isn't terrible? |
#19
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Re: How do you test a map?
Heh I guess blatant self-promotion can be fun... I'll have to look into it!
And actually, that map isn't bad at all to me! I like the simplicity of it, and the very limited amount of cover makes the central area a key spot for melee, while also making it a risky venture to stay there for long due to the hills on the side. I would say you may run up against a turting situation with start zones being so close to the hills, but not that bad of one, I don't think. Overall, I like the map! I need to get better at making simple maps... :P |
#20
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Re: How do you test a map?
Excellent posts, gentlemen!
I fit in the camp that doesn't have oodles and oodles of time to playtest so I make good use of what the veteran mapmakers have to say. This cuts down the trial-and-error playtesting time (although nothing can replace physically playtesting a map). Here are some of the resources I continually refer back to: HS Codex Issue #2 39 Cartography with Oogie 38 Building a Better Map Issue #3 58 Cartography with Oogie - Hot Lava Anyone? Issue #5 48 Velenne on Map Construction Issue #9 52 Map Building TipsIssue #10 45 Advanced Map Building Techiques Issue #11 51 Basic Map Features You can download the Codex here. |
#21
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Re: How do you test a map?
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1. Symmetrical. I love symmetrical. You even managed to use the big fat tree, while keeping it symmetrical. And you know, you can use two more trees. No one really cares about the 2 height difference. 2. Good line of sight blockers. 3. I like the shape of the map a lot, and really like how rock is on top of rock, and how grass is on top of grass. Here's the one thing I don't like about the map: The height. Generally, a good map has multiple "hills" which you do, although the grassy ones aren't very high, and give you no motivation to claim them, even though they are closer to your start zone. Most players wouldn't go there, when higher height is so close by. And, if you change your mind, and want to go from the grassy hill to the rocky hill, you don't have to make a very far trip. So, I think this is a very good, simple map. And I'm sure you're maps will get better. Some of my favorite cartographers' (Ch1can0, Dignan, nyys, Longheroscaper, etc.) first maps, I don't like as much. But then they went on to be mapmakers extraordinaire. And, if Dr. Weirdscaper ever does make something BoV size, I'll add him to my list.
Spoiler Alert!
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#22
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Re: How do you test a map?
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____________________________________________ Hmmm, this seems to have turned into my de-facto map thread. Whatever though, it's my thread so I am allowed to hijack it. I guess i'm going to have to go and make a map thread in a little while. |
#23
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Re: How do you test a map?
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And about the second paragraph I quoted--that's a very well thought-out (and playtested) explanation. THAT is the kinda thing you need to think about when building your map, and from the loks of it, even in this simple setup, you nailed it. |
#24
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Re: How do you test a map?
I love the simplicity of the map too! Could you post the instructions to make it, please? I would give you +rep if again if I didn't earlier...
MegaSilver, Unit Debate Master |
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