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Author |
File Description |
officer dick |
Posted on 12/14/06 @ 04:55 AM (updated 12/18/06)
File Details |
Map Size: |
400x400 (Large) |
Number of Players: |
8 |
Balance: |
Unbalanced |
Difficulty: |
Impossible |
Minimap:
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You and your ally, Lord Oblong, are pioneering nobles in a strange, new world. You find two well endowed sites to place your keeps, albeit on opposite sides of the river -- there is still a ford to connect your keeps. The serenity of your two keeps is suddenly threatened when Lords from rival empires discover the Wells of Chaos and decide to site their keeps in The Wells, as well. Each Lord envies the other Lords' land as better than theirs. Jealousy festers, Tempers rise, Chaos follows, and a name is born: the Wells of Chaos.
This map plays best when the two Lords in the top right corner are allied and the two Lords in the bottom left corner are allied (by allied I mean 2 and 2, not all 4 allied together).
Making this map for myself and for a friend, I made it to be played as a normal game with extreme computer advantage, hence the impossible difficulty assigned to the map. I played the map with myself and an ally in the center, two Wolves on the sheer sides of the cliffs (or top-left and bottom-right keeps), two Saladins allied in the top-right keeps, and another two Saladins allied in the bottom-right keeps.
Hope you enjoy it as much as I did.
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Pages: [1] 2 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Sir Ravenclaw |
Posted on 12/20/06 @ 10:08 AM
Try to add in some height elevations and mountains in your maps ;)[Edited on 01/23/07 @ 11:50 AM]
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Paradox_king |
Posted on 12/20/06 @ 10:16 PM
Hey OD (Officer Dick) I noticed you have submitted half of the new Skirmishes. As everyone says, go for quality, not quantity. None of your maps are great, sort of plain. I bet if you had taken the time to make one good map it would be a great one. Just a tip for the future.
Cheers!
Paradox_king[Edited on 01/23/07 @ 11:52 AM]
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officer dick
File Author |
Posted on 12/21/06 @ 05:35 PM
Paradox King,
I appreciate that you would be concerned that I am going for quantity over quality, I assure this is not the case. Much time goes into each map, the recent three I've submitted I've had for a while, I've just never submitted maps to this website before so you got all of them at once. If you're concerned about quality you should be glad I didn't submit the first bunch of maps I ever made:P You mentioned they weren't exciting, so I must ask you what you think makes a map exciting? I appreciate your input. |
Pat Dark Knight |
Posted on 12/21/06 @ 06:18 PM
OD, i like your maps, since they are original ideas, and are not plain. I do agree in fact with the comments about the map design. With time, you will get more ideas and discover what works and not for certain situations and wat not.
Good Luck, make more maps!
Pat Dark Knight[Edited on 01/23/07 @ 11:54 AM]
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officer dick
File Author |
Posted on 12/21/06 @ 07:09 PM
I do hope people aren't interpreting my recommendations for AI placement as the only way that the maps will work. Players can put whomever, wherever, and be allied with anyone they like. I'm just saying that that is how I play-tested my maps(I try to use the AI that build the largest castles and use the most resources), so I know for a fact that those AI will work well in those places(other combinations will most certainly work). Thank-you to those of you who are posting meaningful comments (that includes you Pat Dark Knight and Paradox King). [Edited on 12/21/06 @ 07:12 PM]
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Lord Karpathea |
Posted on 12/22/06 @ 10:23 AM
I personally like your maps, OD. You show great promise as a map designer here at SHH. (Stronghold Heaven)
Regards,
L_K |
surajsubba |
Posted on 12/22/06 @ 04:32 PM
I dont think ur maps are plain.i like them. But among them ,i like this one the most. Limited resources and a true cursader type map unlike mine.[Edited on 12/22/06 @ 04:38 PM]
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surajsubba |
Posted on 12/23/06 @ 12:53 PM
A great map full of challenges when played as suggested. Beating all Ai's at full computer advantage is near impossible. Gave the ai's 20,000 head start. Even at this level i had to restart the game as i couldn't beat the computer at high game speed. So on the second try however,reduced the game speed to 20 and established a steady economy quickly. Ai's work rather quickly as they are programmed to perform that way. I placed myself in the middle. Two wolfes in the top right, 4 saladins on either of my side allied respectively. Much gold was spent on training archers and buying food and wood.
Playability 10/10: Ai's had no problem. The saladins were much of a threat and with the mangonels constanting workin on damaging my farms had to be dealt with. I had to kill the lords closest to my keep.Since iron was the closest, made lots of weaponry. Bought bows and crossbows. Raised the tax to -16 and fear level to -4. Produced ale (+8). But no religion as it would take a larger space. Dug moat around the way points.
Defending the castle and economy required micro managing of the economy and proper placement of towers and archers. I didn't go for heavy fortifications around the keep but barred any invasions from digging moat(which is the easiest). If the author had disabled dig-moat then clearly it would be impossible even at a minimum computer advantage. The first 4-8 years the saladins were a real pain. With constant threats of mangonels and siege equipments alot of gold was spent on stone itself. After a while the ai's started to fight among themselves. The wolf on the top right corner had been the strongest, castle and gold wise. An invasion of 200 arabian horsearchers took care of him.
Design 8/10: i love rivers. Gives the map a good natural feal to it. A wierd makeup of the raised land. The keeps near to the middle were in a disadvantage of stone but acces to more farmlands. Iron had to be disputed for. A map having more than 6 players limits the use of elevation tools more. Overall a 4. Coming up with new ideas for maps is tougher now. Similar types of maps have been done. A 5 for story. Many would go for details but for me it's quality not quantity.
An exciting map. Highly recommended.
Surajsubba[Edited on 12/23/06 @ 01:32 PM]
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Lord Michael I
Staff |
Posted on 12/24/06 @ 12:03 PM
Playability: 4
Ok, where we start?
The map has a good playability, fun, yes, and gives space for each and every AI to build freely...
Balance: 4
Balance is equal, yet, some "islands" have more resources than other. Not exactly equal...
Creativity: 3
Not the best map around... the creativity in the story is great, yet, the map is kinda plain...
Map Design: 3
Hm... You tried to incorporate shrubbery and everything, but you made it too "rutinary", you placed all the cactus and desert shrubs close to where the rocks are, and the shrubs near the hills you made, try to spread them out randomly to give more natural sense.
Story/Instructions: 5
The story is great. Instructions there. Good job.
Additional Comments:
Nice map, you just need some work on shrubbery and decoration of the map... |
officer dick
File Author |
Posted on 12/28/06 @ 02:00 AM
Thank-you for your feedback, comments, and reviews -- very helpful, I'm looking to incorporate them into my latest map (still in the works). Question: how do I disable things like moat digging or placing certain types of buildings? I'm sure the answer's simple, but I'm unfamiliar with doing that sort of thing with my maps. |
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HGDL v0.8.2 |
Rating |
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4.1 | Breakdown |
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Playability | 4.3 | Balance | 4.0 | Creativity | 3.7 | Map Design | 3.7 | Story/Instructions | 4.7 |
Statistics |
Downloads: | 1,354 |
Favorites: [] | 0 |
Size: | 473.36 KB |
Added: | 12/14/06 |
Updated: | 12/18/06 |
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