Tellahran's Crossing - Part 3
An 8-player team skirmish map, containing detailed terrain, and set in the style of a 4v4 team skirmish map. The layout of the map and deployment of units allows players to choose from a vast array of tactics and points of attack/defense. This is part 3. The in-game map description contains the full storyline.
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The teams on this map are designed to be 4v4 with the NE&SW positions allied and the NW&SE positions allied. Although this does not HAVE to be the team configuration, this configuration will probably work best. FFA and other team settings can be implemented as well, though 4v4 with the teams as stated works best.
Tellahran's Crossing - Part 3, is part of the Tellahran's Crossing skirmish campaigns, which can be played seperatly or in sequence. These maps are designed to allow for numerous tactics and strategies.
This map IS designed to be played with AI. Most AI opponents are compatible with most starting locations, however the variation of the castles each AI builds may result in an AI "chocking" themselves. Base sizes and space for expansion should be considered when choosing which AI goes where. It is recommened that a player rather then an AI takes the North-West position, as many AI are incompatible with this position, however if the snake, rat, pig, sultan, and other smaller base building AI are used the position may be a valid AI position.
Hope you enjoy the map!
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I havent played the other maps (1&2) yet and when I do I will rate them singly. I played this map with me as player 1 in the top left corner by the stone supply.
The map is an 8 player skirmish map as stated. The AIs work as stated. The canal in the center pretty much ends up as the battlefield, and its close quarter fighting on the crossings. As stated there are different teamup combinations you can play. I dont suggest anything over 4 total because of lag (unless you have a hot system). I played my normal enemy lineup: 3 rats (Duc De Puces) set on 4,000 computer starting gold. It was a good fight, but with all the resources on the map, I didnt seem to have a surplus with my keep in the top left corner. I can understand a couple of rabbits, this has a couple extra for rabbit stew I suppose. I took off because the extras on the map make it lag a small amount and there are alot of deer and rabbits which block movement.
I took off because its listed as balanced but there is no way it can be because of the resources. The center part is large amounts of stone. People need to know if its really balanced or not when they are setting up games on gamespy. I have played one 8 human player multiplayer game (on gamespy). The lag wasnt as bad as we thought it would be, and everyone made it through the start and then 2 people quit early. Also, some players on gamespy like to use horse knights in huge attacks, and too many assassins to a lesser degree. This map would make the 600 assassins possible with the resource levels (selling the stone) The big blob of iron in the corner seemed somehow blocked for mine building there. When you are playing multiplayer, you usually play 4 human players (2 v 2). This map can substitute for a 4 player map too, so download it ASAP.
The map shows hard work and some basic water design (personal favorite of mine). Anytime you get a 8 player map to work right (and look good) then its worth a 5.
Map Design: 4
I took off, reasons:
-The river and ocean meet in a line. This doesnt look realistic to me.
-iron ore and some of the quarry stone are placed in globs. This is one of my pet peeves, and is easily fixed by spending some time "naturalizing" it.
-the instructions tell you to play it 4 v 4 with cross corner allies. The only way to play this would be to get 2,3,4 human allies to team up (rest are computer AI's subs on the human team 2,1,0 respectively). Then the humans play against 4 computer AI's. Well that would be way grindingly slow and a tad easy - even if the computers started with 40k each.
-the prementioned rabbit and deer herds block movement and slow down play.
-working with the sand dune tool is complicated. I'm of the school of thought that: less is more. I would use few sand dunes blended in with some elevated ground and then a bit of light grassland to touch it up and thats it. Big defined spots of any resource or terrain feature makes a map look 'noobish'.
I read the story on the set up screen. Nice writing. Worth a 5 with the two others (1&2) making a trilogy. This kind of connected creative work will get you the good ratings.
Download and play this map with some of your favorite enemies to stomp. Or jump on gamespy and have a big multiplayer with your friends (or enemies). I think it would be a hit.
[Edited on 10/11/05 @ 06:15 AM]