Page 8 of 14

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 12:25
by The Dark Lord
Map is 99% finished, just need to do some finishing touches. :)
Many thanks to Lewin and his useful mirror tool! Without it I would be stuck for another year on this map. :P
Image
(Yes, this image does not show the bottom of the map but obviously it is quite similar to the top :P)

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 13:05
by Krom
Looks good, but how is this map supposed to be played? Where do players start and are there any possibilities for melee fighting?

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 13:25
by The Dark Lord
I wrote my idea in this topic.
No, players won't be able to do any melee fighting; they will be located somewhere between the iron ore and coal.

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 13:47
by Krom
Well yes, but I have problem imagining how it is laid out on this terrain, thats all )
I mean I start looking at the map and I see these 4 closed areas (where players towns are) and a meandering passage, but what is going to be in center? Maybe I missed some other details ..

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 13:49
by sado1
AI troops in the center, players in those closed areas. AI troops walk around players cities, just like enemy spam waves are walking near player's towers in "Tower Defence" game genre. Players need to make (x)bowmen and towers to shoot the AI troops down. AI tries to reach a building (a tower) at the end of the path, if they destroy it - the player loses.

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 14:55
by The Dark Lord
Yes, sado is right.
I designed this map before we discussed spawning new armies, so I thought I would have to place all soldiers in an area at the start already. So yes, the area in the center will be unused for a large part, but it's not a problem.

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 15:26
by Remake 2012
Map is 99% finished, just need to do some finishing touches. :)
Many thanks to Lewin and his useful mirror tool! Without it I would be stuck for another year on this map. :P
Image
(Yes, this image does not show the bottom of the map but obviously it is quite similar to the top :P)
Hmmm..... (?) :? (?)

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Oct 2012, 16:43
by Shadaoe
Looks nice :p
The mirorring feature must have been a great help here indeed :p

Re: The Dark Lord's multiplayer maps

PostPosted: 20 Oct 2012, 16:05
by The Dark Lord
The map is now finished, I have updated the first post. Meanwhile I have a question for Krom or Lewin.
You see, the AI must destroy a specific tower. But what happens if the player builds another tower and makes two recruits to occupy that tower? He will have one recruit left... But also the unoccupied tower in an area where no recruits will be able to get. Will the recruit know that it can't reach the tower down there, or will it crash Remake because of pathfinding issues? :P The same applies if the player tries to repair the tower with labourers.
EDIT: I just tested it, the first recruit that you train in the school will just stand idle there.

Re: The Dark Lord's multiplayer maps

PostPosted: 20 Oct 2012, 16:09
by Shadaoe
Great job !

Re: The Dark Lord's multiplayer maps

PostPosted: 20 Oct 2012, 17:36
by woloszek
you give a link to download? i want to play now and after game I can send a reply, ok?

Re: The Dark Lord's multiplayer maps

PostPosted: 20 Oct 2012, 17:48
by The Dark Lord
Thanks Shad. :)
@Wolo Only the map file is ready, the script isn't so you can't play it yet. ;)

Re: The Dark Lord's multiplayer maps

PostPosted: 21 Oct 2012, 13:55
by Lewin
EDIT: I just tested it, the first recruit that you train in the school will just stand idle there.
Hahah he claims the tower as his home and wants to go home but realises that there's no route to his home, so he just sits there feeling sorry for himself :P
That's a bug, the recruit should not claim a home that he can't currently walk to. I fixed it :) The fix will be in the hotfix for ping improvements that we plan to release soon.

Re: The Dark Lord's multiplayer maps

PostPosted: 15 Nov 2012, 23:23
by thunder
Hey!

Its only a game. Not strong, not the best....
I dont know where to post it so here because Paradise island is here and because i know you like the Market;)
It was my second game on your map and i wasnt the best. I got a loc where player cant build ironmine(s). But when i started to build the woodcutters i saw an exhaust ironmountain and i had an idea. I found a place where i can build ironmine....and the others in the replay.
It was only an idea but i think if somebody is better player than me then north is little stronger than south because on north all players can do it(can built ironmine). I dont know really is it counting, but at first sight doesnt seem to really bad tactic if you see stat after PT...or do it little later...

t

PS.: i see the future of this :P
and sorry my poor english;)

Re: The Dark Lord's multiplayer maps

PostPosted: 16 Nov 2012, 09:59
by Da Revolution
Ow Thunder nice plan! I've played that loc a few times and your plan seems possible. Enough coal and just trade some trunks to iron ore. I think its possible to get a few xbows before pt ends indeed.