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Flavor Map-pack
Ealendril der Dunkle:
Hui. 7 rings, sounds great! xD
FG15:
Minas Tirith looks great, but there isn't much place for the attackers or will this be a mission map?
If you keep the current start positions I'm afraid the map won't be very balanced. I count about 19 build plots for the defender, while the attackers start only with camps and so have less build plots from the start. Also the outpost seem to be in the range of the defense catapults making it impossible for the attacker to use them. It's the same for some of the settlements. Also, please pay attention to the fact that the ingame camps might be much larger than the campside in the worldbuilder, in particular the one of the dwarves, so your camps might be too close to the border of the map.
DrHouse93:
FG15, I also would've made the map bigger, but the problem is it's already 600x600 :/
I imagined the map as a standard fortress map, therefore defenders have slightly more advantages than attackers. However, the latter have access to settlements and outposts and the defenders can't rebuild the trebuchets once destroyed (in fact, that was my idea: if you want more buildings options, you have to rally an army and fight for the building plots, which is the basic concept of the BFME I gamestyle^^)
But I'll keep your concerns in mind. If the map doesn't work as predicted, I'll surely change it ;)
P.S. Regarding the positions of the camps, I tested it with the current faction, and they had no problem. Of course I'll test it when the other factions will be released, but I think they look too close to the map borders because of my crappy screenshots :/ They're not so close, indeed
FG15:
Okay, then I'm just waiting for the final result.
Elite KryPtik:
How many players are against the defending player? If it was 4v1 with camps and the defender started with extra resources, I think it would be pretty balanced. After all, I think the first level of the city is supposed to get taken, or even a couple of levels, before the defenders could muster up a force and push out. Is there going to be CP limit differentiation, so that the attacking forces don't absurdly outnumber the defending player?
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