wei's Maps
wei's Maps
I have a couple of maps (actually, just one) that I made quite some time ago, and would like to share them here.
Feel free to give constructive criticism I might create more maps if I have time to do so, but no promises.
All maps are under Public License.
8p:
8c-Bridge - 6 oils per player, symmetrical map.
Feel free to give constructive criticism I might create more maps if I have time to do so, but no promises.
All maps are under Public License.
8p:
8c-Bridge - 6 oils per player, symmetrical map.
Last edited by wei2912 on 28 May 2014, 16:00, edited 4 times in total.
Re: wei's Maps
Here's the first map:
8c-Bridge - 6 oils per player, symmetrical map. Best played in teams, either 2v2v2v2 or 4v4.
Special thanks to Subsentient/bendib for helping me to improve this map and scavfan + everyone else (who i've forgotten) who has helped test this map.
8c-Bridge - 6 oils per player, symmetrical map. Best played in teams, either 2v2v2v2 or 4v4.
Special thanks to Subsentient/bendib for helping me to improve this map and scavfan + everyone else (who i've forgotten) who has helped test this map.
- Attachments
-
- 8c-Bridge.wz
- (25.76 KiB) Downloaded 256 times
Re: wei's Maps
Great maps, design is good though I can see some balance issues for example; 4 of the 8 players are at a large disadvantage due to having 2 spots to defend against while the other players can hide behind their allies base.
Holocaust and Genocide, both linked to Mass Slaughter.
Re: wei's Maps
8c-Bridge is a 2v2v2v2 map in quarters rotation. I cant see any disadvantage for a team. But it would be nice to see some more tiles. It is a map made with the generator in flame. And thats ok. But it would be nice to see more details on the terrain. However-nice to see a new map-makerHesterax wrote:Great maps, design is good though I can see some balance issues for example; 4 of the 8 players are at a large disadvantage due to having 2 spots to defend against while the other players can hide behind their allies base.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Re: wei's Maps
Hello wei2912-try to work with the smooth and change rate. You made this map with the generator (size 128 x128). Thats ok. I also use the generator. But try to change something-for example the map-size. Find some other tiles. Only tile nr.22 is a little bit boring. And try to use more features. Nice to see a new mapmakerwei2912 wrote:Here's the first map:
8c-Bridge - 6 oils per player, symmetrical map. Best played in teams, either 2v2v2v2 or 4v4.
Special thanks to Subsentient/bendib for helping me to improve this map and scavfan + everyone else (who i've forgotten) who has helped test this map.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Re: wei's Maps
Thanks! Regarding the balance issue, 4v4 should still be fine, since both sides would be balanced.Hesterax wrote:Great maps, design is good though I can see some balance issues for example; 4 of the 8 players are at a large disadvantage due to having 2 spots to defend against while the other players can hide behind their allies base.
montetank wrote:8c-Bridge is a 2v2v2v2 map in quarters rotation. I cant see any disadvantage for a team. But it would be nice to see some more tiles. It is a map made with the generator in flame. And thats ok. But it would be nice to see more details on the terrain. However-nice to see a new map-maker
Actually, this map wasn't made with the generator in FlaME, I just chose the map size to be 128x128 since it was my first map and I decided to go with what's commonly used. Will take note and see if I could add a couple more features and tiles. Thanks for the comments.montetank wrote:Hello wei2912-try to work with the smooth and change rate. You made this map with the generator (size 128 x128). Thats ok. I also use the generator. But try to change something-for example the map-size. Find some other tiles. Only tile nr.22 is a little bit boring. And try to use more features. Nice to see a new mapmaker
Re: wei's Maps
Sorry- i saw the swastika, what is typical for the generator in quarters rotation. Watching your map, i saw, that you change the cliff tiles. Very good. Try to make a quarter with smooth and range. More features-and then rotate. The idea with the water is not bad. But until hovers you need 12 minutes for research. There is no fight for oil. It is a research-map. What do you think about the idea-to put 3 oils in the center. To met the opponents for the battle? Or some scavs? The details are very important.wei2912 wrote:Thanks! Regarding the balance issue, 4v4 should still be fine, since both sides would be balanced.Hesterax wrote:Great maps, design is good though I can see some balance issues for example; 4 of the 8 players are at a large disadvantage due to having 2 spots to defend against while the other players can hide behind their allies base.
montetank wrote:8c-Bridge is a 2v2v2v2 map in quarters rotation. I cant see any disadvantage for a team. But it would be nice to see some more tiles. It is a map made with the generator in flame. And thats ok. But it would be nice to see more details on the terrain. However-nice to see a new map-makerActually, this map wasn't made with the generator in FlaME, I just chose the map size to be 128x128 since it was my first map and I decided to go with what's commonly used. Will take note and see if I could add a couple more features and tiles. Thanks for the comments.montetank wrote:Hello wei2912-try to work with the smooth and change rate. You made this map with the generator (size 128 x128). Thats ok. I also use the generator. But try to change something-for example the map-size. Find some other tiles. Only tile nr.22 is a little bit boring. And try to use more features. Nice to see a new mapmaker
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Re: wei's Maps
I wasn't talking about disadvantages for certain teams but for certain players in a team. You can see that one player in front of the other making the player in front's base slightly easier to access by land and hover units. But still a great try in map makingmontetank wrote:8c-Bridge is a 2v2v2v2 map in quarters rotation. I cant see any disadvantage for a team. But it would be nice to see some more tiles. It is a map made with the generator in flame. And thats ok. But it would be nice to see more details on the terrain. However-nice to see a new map-makerHesterax wrote:Great maps, design is good though I can see some balance issues for example; 4 of the 8 players are at a large disadvantage due to having 2 spots to defend against while the other players can hide behind their allies base.
Holocaust and Genocide, both linked to Mass Slaughter.
Re: wei's Maps
Aaah-ok-Hesterax. Missunderstood you.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Re: wei's Maps
There were scavenger bases that were a bit tricky to defeat in T1, but that version was deleted... I'm currently remaking that version and trying to balance scavenger bases.montetank wrote: Sorry- i saw the swastika, what is typical for the generator in quarters rotation. Watching your map, i saw, that you change the cliff tiles. Very good. Try to make a quarter with smooth and range. More features-and then rotate. The idea with the water is not bad. But until hovers you need 12 minutes for research. There is no fight for oil. It is a research-map. What do you think about the idea-to put 3 oils in the center. To met the opponents for the battle? Or some scavs? The details are very important.
When I tested putting oils in the center, everyone was fighting for the oils there. Will give islands a try.
I see, sorry for the misunderstanding. I'm making a change to the bridge such that it'd be equally easy to access all other bases, regardless of whether you're using hover or land units.Hesterax wrote: I wasn't talking about disadvantages for certain teams but for certain players in a team. You can see that one player in front of the other making the player in front's base slightly easier to access by land and hover units. But still a great try in map making
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Hovers are weak and having hovers go through the narrow pathways to reach their enemies' base seems to make hovers a rather bad choice in this game. Will see if I could find a way to balance both hovers and land units to make them equally strong in this game. I'll probably widen the narrow pathways and make the bridge smaller.