MegaGlest Forum
Modding and game content creation => Maps, tilesets and scenarios => Topic started by: matheuscmla on 19 July 2017, 20:22:27
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A 3x3 map with large ways to big armys and good gold spots.
Link in dropbox: https://www.dropbox.com/s/dalwvmz8v149hz4/Hill%20in%20the%20front.mgm?dl=0
(http://imgur.com/KVuA9FN)
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The map looks good, but the following points need correcting:
- Not every player position has stone.
- CPU AI gets stuck in the forests. More wider paths are needed (make more direct paths between all the players).
The shape is pretty interesting. Hope you manage to correct the problems!
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The map is very cool conceptually, but as I found out, there are some guidelines to follow with MG maps so that they'll be playable.
1. Stone. Egypt uses a lot of stone: And because you don't know which players would be playing Egypt, you have to give the same amount of stone to each player.
Filux, one of the developers, suggested a ratio of 4 stone to 5 gold.
2. map objects and resources: The more placed on the map, the more CPU and memory is used.
3. Pathfinding: Just because there is room for the AI units to move, that doesn't mean they won't get stuck.
I made a derivative of the map above. The dropbox link is https://www.dropbox.com/s/xxi5qbf4ek1j6bj/hill_in_the_front_A2.mgm?dl=0 and here are 2 screenshots:
(http://i66.tinypic.com/2uf38k1.jpg)
(http://i64.tinypic.com/8z3a4p.png)
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Map update (A4) https://www.dropbox.com/s/py218p8lvwq07k0/hill_in_the_front_A4.mgm?dl=0
Screenshots:
(http://i65.tinypic.com/ipxg5i.png)
(http://i65.tinypic.com/ifdj89.jpg)
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Interesting map to play, but quite hard! :P