I've tested this like a couple days ago.
My short opinion of it:
WORKS! Wink
Glad to hear it!
Well, actually I forgot to say something to the unaware user (not Archmage, he knows it already! lol): So you can see the other factions (aside your own), you'll have to disable Fog of War. Edit your glest.ini file and make sure the Fog of War is disabled (set to 0):
FogOfWar=0
To the user:
In the package-included instructions, you'll find Archmage tells you to set two CPU Ultra players to play against each other (and also the human observer as third player but that's not the point here).
Well... I went against Archmage's instructions and set two non-ultra CPU players to battle each other (player 1 Magic vs player 2 Tech). I realized this was NOT the best option when Magic started endlessly producing Summoners! There were some 12-16 of these just before Tech begun slaying them off. The Magic summoners are of course fundamental in Magic strategy but not in those numbers - that was just a waste of time and resources.
So... if you're balancing a faction with more complex gameplay (such as Magic when compared to Tech), you really should use CPU Ultra players. When I played another game of Magic vs Tech with CPU Ultras... Magic won - and did no foolishness like before...
That's what instructions are for........
lol. Yes, it is.
1. The map works alright but it puts the players too close to each other with no obstacles in between so the game ends pretty quickly and you don't get to see all the factions' trees progress. Basically, the basic to medium units finish the game one side or the other.
That means that they aren't well balanced.....
I watch Tech and Romans beat each other up for over an hour before one just barely beat the other which means the balance is very good.
Besides the map is designed to make the game short so that you can get the balance results fast.
Well, you may be right (though my untouched Magitech tree
should be balanced!! But I did let the game play in a window for a good while (yeah, I forgot about it) but I still gave a look or two in the earlier stages and got the impression the Tech were being slaughtered already... They may have recovered at some point and then again the Magic recovered later.
Just to make sure, I've started another game just a few minutes ago...
And... 15 minutes later, there was only one or two big battles (close to the bases) so far and the Magic already have Drake riders and the Tech have horsemen and catapults.
So you're definitely right. Sorry 'bout my lame comment on my earlier post.
3. Also related to point 1, as someone noted, there are no obstacles in between the players and pathfinding resumes to running around freely. Much could benefit from placing objects like trees, mountains and water simmetrically between the two players:
i. It would make the game longer, giving time for the factions to progress more along their trees.
ii. It would test some larger units' manouverability as well as underline the air units usefulness (presentally an advantage pretty much useless regarding) and unbalancing capabilities.
iii. In GAE, water fields would be essencial to test water units...
1: The point is to get the factions balanced enough so they fight for a long enough time to achieve this.
2: Yeah I guess I could make an update sometime soon.
3: I see, so do you want me to add water to the game or make a separate map, I would prefer to just put it into the existing map.
Your point 1 understood and taken!
2. Nice
3. Well, the problem with putting water into the existing map is that you would actually have to consider its strategic importance. Like there are anfibious units, shalow water, deep water, ... and not only would you need to think of giving room for all of that but also how a faction with some sort of water units would balance against another without water units. I mean, in such a confrontation, the factions just can not be balanced regardless of the map!
If you could get a map to do that - to show a balance between a non-water faction and a water-faction, that'd be great. Problem is you don't control what other modders do with water units... And it all becomes too complicated!
So, probably, a different map specifically for water units would be best IMO.
So, in short, for a first-off frontal, open and fast confrontation between two factions, where the early units and buildings are the ones to be tested the most, THIS MAP IS FINE! Wink
But I would certainly like you to make more such maps, with larger areas, obstacles between the factions, pathfinding challenges, resource-gathering problems and anything else you can think of, to test the factions balances even further!
Like this could be the Level1 Spectators map and you could then do Level 2, 3, ...
Well the resources part doesn't matter because I put the resources the same distance from each place. If you made a place farther away where they had to get resources it would only make the game take longer.
I disagree, it does matter! You put the resources close to both bases. Had you put them further away, the walk speed, harvest speed and max load of the gathering units.
Would you play Magic and Tech in such a map, you'd notice Tech would have an advantage as workers can carry a greater load than initiates. Try such a map with the dwarves and their miners superior harvest speed and max load would greatly benefit them.
I am pretty sure you'd see changes in factions' balance were you to compare them on this currect map of yours or another one that had resources farther away from the bases.
BTW, the latest game ended now. Magic won again (CPU Ultra for both teams), making Magic 2 - Tech 0. Magic took 40 minutes to destroy the Tech Castle and less than 5 more to clean up the rest. Tech however got more kills and less deaths.
Trouble is Magic just kept pressuring Tech and got to make all their units (incl. dragons and behemoths). Tech never did get to build an air unit nor (apparently) attack the Magic base! Tech did build an airport but it was destroyed soon afterwards. They also did build a balista but that didn't last long either. You could say dragons burned Tech down...
So, as you see, this map CAN give you an idea on factions balance. However, maps do play an important role too and unless you make factions dully like each other, perfect balance will never be acomplished.
If you do give some less straight-forward advantages or weaknesses to one faction and not another, you'll notice that, in different circumstances (maps and so on), the different factions can be considered "balanced". IMHO.
Your map is still a very valuable tool. Even more if you make a new one or improve this one.