|
Maps & Scenarios Battlegrounds and scenarios |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
|||
|
|||
My first map - Hot Potato 22/12/12
Hi,
I've decided to try my hand at map making, and I wanted a bit of feedback as I'm a bit unsure about some of the placements or whether it will flow. The map is untested; I wanted some feedback before I tried to build it. The format I'm intending is probably relevant, which is Capture The Flag. I know there are various version out there, but the basics of what I want to run are; - Capture the Flag, and then transport it back to your own flag. - Dropped flags remain where they are. - Flags can be carried back to base. - Respawning units (have a few ideas on how to implement but nothing set in stone) Some of the features of the map which I'd appreciate some feedback on; - The wellsprings which are basically teleports, and the flags are allowed to be teleported through. I get the feeling that they might need to be a hex closer to the bases to make them more useful/threatening. - Two Glyph of Astrid in the icy outcrops. I'm aware glyphs are often on low levels or hard to defend places, so I'm a bit unsure of these. - Two Glyphs of Valda in the centre, between the trees. If someone can hold both of these, that could get pretty scary for the opposition team with a great flag run. - I think there are some dead spaces that won't see a lot of use, particularly around the edges. I assume that adding an extra tile here and there for some height could make them small perches. Any thoughts on this would be appreciated. - I haven't used them in the pic because I didn't notice it in VS, but I'm considering putting the bridge walls on the outside of the first piece of road, so it sits on the edge of the road next to the icy outcrop for stronger pathing choices. Is that wise? I've still got a few tiles to go. If it helps with providing advice, I have the following; 2 RotV 1 SotM 1 Road to The Forgotten Forest 1 Thaelenk Tundra 1 Volcarren Warren 1 Fortress of the Archkyrie (I've only used a few ladders here so far) For respawning, I'm thinking about having a 'holding area' that extends off the main base. So when units die, you have to spend order markers moving them back into the fray. I suspect this would best be placed coming off the tile that is bottom right of the picture, and the same for the opposing base. I also don't have a name for it, and I'm happy to take suggestions. Once again, any feedback is appreciated! Last edited by bacchus; December 21st, 2012 at 10:43 PM. |
#2
|
||||
|
||||
Re: My first map - feedback appreciated
General thoughts here, not gospel:
Sir Hawthorne's Switchback? Sort of a ironic name, since the road doesn't really switchback... and neither does Sir Hawthorne. |
#3
|
||||
|
||||
Re: My first map - feedback appreciated
Quote:
I feel just about the same way as Shedim on the map. Keep in mind that you only get 1 attack bonus whether you're 1 or 5 spaces above another figure. In general maps are more interesting to play on when they have more spread out height with lots of opportunities to get height advantage. |
#4
|
|||
|
|||
Re: My first map - feedback appreciated
Thanks for your feedback.
I thought that planning the map in Virtualscape would be easier, but in hindsight it might be easier to try and build it so I can figure our better how each of the tiles relate and I can move features more easily. Some of the ideas you've mentioned I will probably look at a bit more; Taking out the height from the start zones, and replacing the flag area with 7-hex lava. Quite like that idea. If I used Ranvveig in one of the glacier areas, should it be balanced with another, or perhaps with Initiatve+8? This does seem better than putting Astrid on height. If I want to keep Astrid, I could add some Water tiles to the edge of the map so it is on low elevation. Not real sure about what to do with the lava. Might instead of the straight Molten Lava, I can mix these up a bit so foot units can navigate them, mitigating the bonus flyers would get. Move the ruins to the middle, or at least 2 of them. Because the road offers movement bonus, should it be a lower elevation and the tiles around it higher so it creates more choice? Thanks for your feedback. I'll try and implement some of these changes tonight. |
#5
|
||||
|
||||
Re: My first map - feedback appreciated
Welcome to the joys of 'Scape cartography bacchus.
You've already gotten some great feedback — nothing I can add. Just wanted to confirm something you asked about... That's generally held to be a good way of operating with road. Lots of maps implement that principle. |
#6
|
||||
|
||||
Re: My first map - feedback appreciated
Quote:
Also: If you don't limit Flag carrying to Heroes, then it should definitely be limited to Medium and larger, IMO. |
#7
|
|||
|
|||
Re: My first map - feedback appreciated
Thanks Typhon.
That is what I've started to do, put the road on the 1st level. I'm still working on it, and I've spread the lava around a bit, but I think it needs more work. As a general rule, is it easier to 'bound' the map first and then build features on top of it, or build basic features and then work outwards as necessary? As you can see above the map is a little rough around the edges. i can fill the spaces with some smaller hex pieces but then those areas need to have a purpose. I chucked a few molten lava tiles around the edge of the teleporters, and I think an extra one would be useful to prevent units at the top from being able to drop down quickly and provide support to the middle of the map. Also think this area should be blocked from flyers due to an aura that surrounds it, otherwise 6 move flyers can get there in one move And I think the map name could be 'Hot Potato' which fits the scenario. Hopefully I will do an update and get a pic up tonight. |
#8
|
|||
|
|||
Re: My first map - feedback appreciated
Finally got the map into a playable state. I'm still a bit iffy about LOS placement, and whether the starting zones are a bit too open. I'm most concerned about the trees.
Also not sure if I still need to add a little bit of height to certain areas of the map. Any further feedback appreciated. |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Feedback would be appreciated | jkqcc | Competitive Armies Discussion | 9 | October 14th, 2009 09:22 PM |
EBay "issue"---your input is appreciated. | Onacara | General | 68 | March 9th, 2008 02:54 PM |
Planning Strategies: Advice Appreciated | Blackrock | Competitive Armies Discussion | 16 | August 15th, 2007 12:55 PM |
Philowar's new customs. Comments appreciated. | philowar | Custom Units & Army Cards | 3 | June 7th, 2006 12:19 AM |