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Too Close To Victory *UPDATE*
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Author |
File Description |
LordArthur2 |
Posted on 02/03/10 @ 03:14 AM (updated 02/05/10)
File Details |
Map Size: |
160x160 (Tiny) |
Number of Players: |
2 |
Balance: |
Balanced |
Difficulty: |
Hard |
Made with version: |
1.1 |
Minimap:
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hope you like it |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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TwoDie |
Posted on 02/04/10 @ 01:59 AM
2 minutes and this map was created...
Very horrible map.
TD
P.S. there is nothing what you could like... :D[Edited on 02/04/10 @ 03:07 AM]
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LordArthur2
File Author |
Posted on 02/04/10 @ 03:15 AM
well i know now im working on a better map but its my second time |
Sir Ravenclaw |
Posted on 02/04/10 @ 07:01 AM
TwoDie, please be a little more thoughtful with your responses - what you said did not have any usefulness to it whatsoever. |
TwoDie |
Posted on 02/04/10 @ 09:51 AM
Im tired of writing whats wrong about maps and how to improve your map making skills.
Pointless almost.
2D |
return of Yasko |
Posted on 02/04/10 @ 06:41 PM
LordArthur2, you've uploaded an incomplete map. The keeps have not been placed yet, and there's no trees. Please update when you can. |
Bartimaeus M |
Posted on 02/05/10 @ 08:20 AM
TD, If you have nothing to comment about this map except its just horrible, and you can't be bothered to give advice and yet complain about it, then don't comment.
And yasko is right, its not complete as well as all the lack of detail, my advice is to look at some of the maps that have a large number of downoads in the type of map you wish to create, this should give you some ideas of what people like and want.
overall, spending more time and using smaller brushes will help.
bart. |
Krarilotus |
Posted on 02/05/10 @ 09:51 AM
please make a new minimap, if you update the main-file! |
return of Yasko |
Posted on 02/12/10 @ 09:04 PM
Playability: 2
When playing against AI opponents, the map just DOES NOT WORK for a variety of reasons, and scores a 1 in this regard. I could beat any opponent with max advantage in just a matter of minutes. First, there's just not enough room, not even for the Rat or Snake. I tried it with many different opponents, and the AI's just didn't respond correctly. The Pig, Wolf, and Emir built themselves right into the cliff with no gate, and the rest of the characters wouldn't even finish their castles, even on deathmatch. A layout like this would be better off as a larger map, perhaps a 200x200 size so the AI's have more room. If you want to do close-quarters 160x160 sized skirmish maps in the future, it's important to place the keeps diagonally from each other instead of side-by-side, so that there's enough room for AI's. Also, it's just too easy to prevent the enemy's peasants from gathering any resources. All you have to do is place a tower on the middle of the stone pile with archers, and they'll pick off all the peasants that try to get to stone or grass.
That being said, this DOES have potential as a mutliplayer map. The map's layout is more or less balanced in resources and space (but work on your keep placement!). If played with a peacetime, two human opponents can bulk up on resources, and then have a crazy close-quarters battle when the peace time ends. In this regard, I'll give you a 3, So overall score is 2 for playability.
Balance: 3
Balance is okay. The map is roughly symmetrical, and resources are balanced, although it could be improved a bit. However, the gameplay has terrible balance for fighting AI's. A good tool for making balanced symmetrical maps are grids. PatDarkKnight made some excellent examples, found here: http://stronghold.heavengames.com/downloads/showfile.php?fileid=2380
Creativity: 2.5
Creativity can be improved. There's a lot of closequarters combat maps similar to this. I like how you tried making it a more strategic map by placing the path to the grass in the middle so it would be harder to gather resources. The intention was good, but it won't work for this particular map because again, it's just too easy to stop peasants with arrows. Placing the path closer to the keeps would have worked better.
Map Design: 1.5
You need to spend some more time detailing your maps. All the terrain has the stamp of a huge creation tool - a rough square appearance to everything. Explore some of the smaller sizes in your arsenal of map making tools. Making a map is like painting - start with a large brush, and work your way to smaller tools when you want to put fine details in. This is especially useful when making realistic looking grass.
Story/Instructions: 1
All you said was, "Hope you like it". I realize not every map can have a good story, but at least include some instructions or if it's a multiplayer map or not, a brief summary of the situation...anything.
Additional Comments:
I've noticed you've recieved a lot of criticism in the comment section of your maps, but don't let it get you down. Whether advice is givin or not, try to regard any criticism as constructive. I don't like it either when people criticize without giving reason, but hey, it's the internet, and it will happen ;) People will notice if you have a good map, and good maps will come with practice. Take a look at some tutorials this site has to offer, spend more time detailing maps, and explore the options in your map maker. You may be surprised at what you can make. |
HGDL v0.8.2 |
Rating |
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2.0 | Breakdown |
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Playability | 2.0 | Balance | 3.0 | Creativity | 2.5 | Map Design | 1.5 | Story/Instructions | 1.0 |
Statistics |
Downloads: | 488 |
Favorites: [] | 0 |
Size: | 268.81 KB |
Added: | 02/03/10 |
Updated: | 02/05/10 |
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