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Re: Sado's scripts and maps

PostPosted: 28 Apr 2015, 13:10
by Tiank as guest
I just wanted you to know, that recently I saw some players from Facebook KMR Europe group setting a game on this map. I'm surprised it's yours :). I could ask about replay(s) and feedback from them. I will check the map later, I could also give you some feedback about stuff that needs polishing. It's easy for me to spot such stuff, as I'm Polish myself. At first glance it looks really nice though :) Nice to see another map from you!

Tiank

Re: Sado's scripts and maps

PostPosted: 28 Apr 2015, 20:27
by Ben
Sado, I insist that you do something like this:

Image

But then I suppose the map has spread already. GG

Re: Sado's scripts and maps

PostPosted: 28 Apr 2015, 20:33
by sado1
Sado, I insist that you do something like this:

Image

But then I suppose the map has spread already. GG
I already did it. We played a terrible game on it, the locations are terribly overstretched, the visuals are abysmal, the gameplay doesn't exist, the balance is a parody of KaM. I'm removing the map from my harddrive and never looking back, sorry.

Re: Sado's scripts and maps

PostPosted: 29 Aug 2015, 13:16
by sado1
Wild Grasslands

As most will know by now, I decided to remake this map. The current version is something I'm much more satisfied with. To sum up, the bottom was remade to sort of mirror the top when it comes to the amount of space on locations. After a test game that some people from here were playing with me, I made some locations slightly campier - mainly leather locs because now the middle river entrance is closed (the screenshot lies about that, I'll update it with the next map update). I tried to make corresponding locations have similar level of difficulty when it comes to defending them.
Image
Download: http://www.knightsandmerchants.net/foru ... php?id=183

Re: Sado's scripts and maps

PostPosted: 29 Aug 2015, 13:52
by The Dark Lord
Hmmm, already had a test game on that? It makes it much less dynamic when it's not possible to move your troops from left to right and vice versa.

Re: Sado's scripts and maps

PostPosted: 24 Sep 2015, 13:11
by thunder
Hi,
Looks out much much better than the first release. And it has a really wild feeling.
Bests!
t

Re: Sado's scripts and maps

PostPosted: 28 Nov 2016, 11:26
by sado1
http://www.knightsandmerchants.net/foru ... php?id=194
Image
TEMPLE OF KOCZIS

I find it impotant to mention: description by Mexican T. Read it, it is the highlight of the map.

Waiting for feedback, replays, donations.

Re: Sado's scripts and maps

PostPosted: 28 Nov 2016, 18:33
by Killer!!
Donations!!!! <3

Re: Sado's scripts and maps

PostPosted: 28 Nov 2016, 20:36
by thunder
Top v bot? where can we get the key for the temple? :mrgreen:

Re: Sado's scripts and maps

PostPosted: 28 Nov 2016, 22:10
by sado1
Top v bot? where can we get the key for the temple? :mrgreen:
I'm quite sure it can be played only left versus right :P The key is lost, legends say it is hidden in the same place as Koczis' new map. Which means it's probably never going to be found.

Re: Sado's scripts and maps

PostPosted: 02 Dec 2016, 17:25
by Ben
I read the story. So beautiful <3

Re: Sado's scripts and maps

PostPosted: 02 Dec 2016, 18:49
by thunder
:D
Today I 've watched again your map. It reminded me onto Rorsach test :mrgreen:
What do i see on the minimap? brown butterfly or a laying poppyseed flower?:D

Re: Sado's scripts and maps

PostPosted: 14 Sep 2017, 21:36
by sado1
WILD GRASSLANDS 12P http://www.knightsandmerchants.net/foru ... php?id=200
Image
edit 30th Sep - version a4 - resized the map, reworking the middle, and improved the looks of the map in general.

I couldn't say any of my maps were particularly successful, but this was the one I was least satisfied with. The map turned out to not be something I tried to make, it had a lot of unused space both in the fighting zone and between the locations. A few days ago, I decided to start making a new map for 12 players in advance of the upcoming testing Remake releases, when I noticed that I already have a map that should be suitable for this after a few small changes. Apart from adding 4 new locations and small tweaks to the existing ones, I also worked a little on the looks of the map, to make it look less empty. If the battlefield turns out too small, I could still resize the map a little bit, but I'm not yet sure whether that will be needed, I am waiting to play a test game first. This map joins Cube and Nomad as the third 12P map ever (that I am aware of). Feedback is welcome as always :P


Lewin say its impossible/hard to make... SADO say... it's TOMMOROW

Re: Sado's scripts and maps

PostPosted: 14 Sep 2017, 22:23
by Tiank
This map joins Cube and Nomad as the third 12P map ever (that I am aware of).
There's also my map "Ironic", but it wasn't succesful at all...

About your map, it looks really nice :). I like small touches (for example that hill at 79:74 and how it's surrounded with stone-looking tiles). At 100:84 there's inconsequence imo, there are the same stone-looking tiles that are on that hill I mentioned, but unwalkable. I think it's misleading. Also, there are some unwalkable tiles that have no explanation (like 89:101, 46: 76, 66:86 and so on).

Re: Sado's scripts and maps

PostPosted: 15 Sep 2017, 01:05
by koczis12
You should stick to the scripting sado. If you really think that this "map" will work 6x6 you must change pills you take or just glasses. Take this map away before it's too late. :|