Single Player Maps Report - r6720
Link: http://knightsandmerchants.net/forum/vi ... f=5&t=3657
ABOUT
Greetings, fellow Knights and Merchants players! Welcome in my thread about singleplayer maps, which should describe to you which maps and why are suitable for next release. I tried to make it short, but detailed, so you can't say it's a fast thought I had on my way from work. Also I need to do a small disclaimer, since times are hard and full of triggered people. This thread in no way wants to attack authors of those maps, neither I want to make someone feel bad, for what they made in the past. We all want to make The Remake nice, tidy and enjoyable game and I wanted to add something to (or delete if you look at it from practical point of view).
TESTED MAPS
A Farmers Wish by Hellracer
Difficulty: Easy
First Attack Timer: 0h 40m
Highlights:
- map has a lot of elevation problems
- hill on the south-west of the village is not approachable and can confuse players
- first attack is very soon and may damage the otherwise easy difficulty
- enemy villages don't have stones, which makes towers redundant
- enemy resources should be split between storehouses
- enemy defense position makes them very easy target
- colors incorrectly ported from original game
+ initial attack looks menacing, but is beatable
+ enough space to build nice, prosperous village
+ ally tiny, but doesn't serve as a meaningless meat-shield
Suggestions:
* fix elevation
* make hill on the south-west approachable
* first attack should happen around 1h 30m to fit into map difficulty pattern
* redistribute enemy supplies
* change enemy defense positions
* change enemy colors to EXAMPLE
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Another Day in Hell by Hellracer
Difficulty: Medium
First Attack Timer: 2h 15m
Highlights:
- stone on human location uncuttable in some areas
- minor elevation problems
- no enough iron to really have fun with it
- human player has enough soldiers from start to destroy both lather enemies
- south ally should make barbarians instead of militia // usage of ally as a plain meat-shield for no reason
- east ally should have school to prevent soldier starvation
- enemy attack should be set at 1:25 to make the pressure this difficulty needs
- enemy colors ported wrongly
+ map theme and positioning of players
+ map quality
+ space for building adequate for medium difficulty this mission provides
+ enemy cities defend each other to an extent
Suggestions:
* fix stone
* fix elevation
* add one more iron spot
* decrease amount of human player soldiers
* ally should make barbarians
* add school to east ally
* tweak enemy attack and recruitment rate
* fix colors
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Barbarians by Crazy Guy
Difficulty: Harder
First Attack Timer: 1h 05m
Highlights:
- object spam to high heavens
- minor elevation problems
- non-interesting enemy setting
- enemies should make barbarians
- enemy cities not very interesting
+ enough resources to make the most of the game
+ location fits the difficulty
+ finally someone who doesn't use default colors
+ diverse map
Suggestions:
* fix elevation
* fix the object spam
* script for enemy to make barbarians
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Dark Ravines and Dangerous Hills by Skypper
Difficulty: Very hard
First Attack Timer: 0h 01m
Highlights:
- map is not very interesting
+ this is how tactical maps should work today to be interesting
+ proper challenge for hardcore players
Notes:
Replay unavailable
Verdict: SHOULD STAY
Decaying hearts, purified by White Wolf
Difficulty: Medium
First Attack Timer: 1h 20m
Highlights:
- map needs some more work, mainly on mountains
- elevation is a bit out of place
- usage of objects that block walk or are not removable
- enemy resources are not properly distributed, mainly for green enemy
- victory conditions should be more transparent
+ enough space to build
+ perfect enemy attacks
+ enough resources to have fun
+ interesting usage of enemies to fight between each other
Suggestions:
* tweak the map, especially the mountains
* replace bad objects
* redistribute resources to enemies
* redo win conditions or make them understandable
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Intermediary by The Dark Lord
Difficulty: Unbeatable
First Attack Timer: 0h 00m
Highlights:
- map is unbeatable
+ none
Suggestions:
* map should be completely redone
Verdict: SHOULD BE REMOVED
Invasion by Skypper
Difficulty: Very hard
First Attack Timer: 0h 05m
Highlights:
- none
+ proper tactical map
+ great challenge for hardcore players
Notes:
Replay unavailable
Verdict: SHOULD STAY
Island of Bandits by Merchator
Difficulty: Medium
First Attack Timer: 2h 05m
Highlights:
- overall map quality
- enemy city design
- first attack timing should be set around 1:30 to fit the difficulty
- blue enemy is very weak compared to other enemies
+ enough resources for enjoyable playthrough
+ enough space for building
+ balanced enemy attacks fitting for this difficulty
+ iron behind a challenge
Suggestions:
* redo the map
* redo the cities
* set first attack around 1:30
* make blue stronger
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Lava Valley by Andreus
Difficulty: Harder
First Attack Timer: 0h 05m
Highlights:
- overall map quality
- object placement a bit off sometimes
- attacks are generated by a script, which is visible if you scout enough
- enemy should make barbarians instead of swordsmen
- cities are used just as a infinite generator of soldiers, not much though given into their design
- attacks stop targeting barracks after a while
+ need to defend to castle
Suggestions:
* completely remake the map
Verdict: SHOULD BE REMOVED
Leather Wars by Andreus
Difficulty: Hard
First Attack Timer: 1h 00m
Highlights:
- a bit of tree spam here and there
- minor elevation problems
+ enough resources
+ enough space for huge city
+ challenging attacks
+ nicely built cities
Suggestions:
* fix tree spam
* fix elevations
Notes:
Replay unavailable
Verdict: SHOULD STAY
On the Way by Phiona
Difficulty: Easy
First Attack Timer: 1h 20m
Highlights:
- usage of uncuttable trees in areas that should be cuttable
- minor tree spam
- minor elevation problems
- broken enemy attacks
+ enough resources
+ enough space for huge city
+ attacks fitting the difficulty
+ thought given in enemy cities
+ gold behind a challenge
Suggestions:
* fix trees
* fix elevation
* fix attacks to fit the story
* increase enemy recruitment rate a bit
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
Race Against the Clock by The Dark Lord
Difficulty: Harder
First Attack Timer: 0h 05m
Suggestions:
* redo the map
Verdict: SHOULD BE REMOVED
Smart by Nick
Difficulty: Easy
First Attack Timer: 1h 20m
Highlights:
- map says it's hard - it's not
- map could use some update
- enemy cities doesn't work properly
- win conditions should be more clear
+ enough resources
+ enough space for huge city
+ ally is not weak, useless meatshield (but can be used as one)
Suggestions:
* update the map
* fix enemy cities to work properly
* fix attacks
Verdict: SHOULD STAY AFTER FIXES ARE APPLIED
The Adventurer's Journey by Shadaoe
Highlights:
+ perfect rpg mod for the game (although not sure about it fitting the game, same problem goes with the minigames)
Verdict: SHOULD STAY
The Forbidden Land by Hellracer
Difficulty: Easy
First Attack Timer: 2h 00m
Highlights:
- enemy attacks should be more consistent
+ great map in most aspects
Suggestions:
* take a look at the attacks
Verdict: SHOULD STAY
The River by Hellracer
Difficulty: Easy
First Attack Timer: 1h 45m
Highlights:
- sometimes broken attacks
- leather enemy defeatable by starting army
+ great map in most aspects
Suggestions:
* take a look at the attacks
Verdict: SHOULD STAY
To the Capital by Gogoud
Difficulty: Unbeatable
First Attack Timer: 0h 05m
Notes
This map is a black mark on the singleplayer missions for far too long
Verdict: SHOULD BE REMOVED
Town Defence by Skypper
Difficulty: You choose!
First Attack Timer: You choose!
Notes:
Skypper's reliable classic!
Verdict: SHOULD STAY
MAPS THAT SHOULD BE REMOVED BY AUTHORS REQUEST
Pursuit for Power (Vatrix)
Two Sides (Vatrix)
Vortamic (Ben)
MAPS THAT SHOULD BE REMOVED FOR OTHER REASONS
Across the Desert (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp
Border Rivers (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp
Bridge Disaster (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp
Catch the Snake (Tef) - nice scripted map, but as a mini-game representing some completely different product should have no place in scenario maps - can stay, thanks to Rey's changes
Land of Hills (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp
Mountainous Region (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp
Space Invaders (Sado) - nice scripted map, but as a mini-game representing some completely different product should have no place in scenario maps - can stay, thanks to Rey's changes
Wilderness (Joymania) - original map, reason for removal is because the map has no scenario and is available to play with same settings in mp