Divide and Conquer, yet another small duel map
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Divide and Conquer, yet another small duel map
I am sure many of you are wondering why I am making so many duel maps. It's mainly so my tournament will have a variety of good small duel maps to use(see http://www.wesnoth.org/forum/viewtopic.php?t=3428 ).
I was inspired to make this map because skel said my other maps didn't allow surprises. Due of the usage of canyon it is very possible to surprise your opponent. There are three passages through the middle and it's your decision which one will suit you best. If you commit substantial forces in one way you may surprise your opponent but suffer on other fronts.
EDIT: The zip file was messed up(didn't have .zip). Should be fixed now.
Last edited by pg on October 13th, 2004, 7:18 pm, edited 1 time in total.
This is off topic
This is off topic, but the problem with 3 way maps is that rectangles have four corners (I know, your saying, duh! Shade you moron go home!). This has implications for map design. It is easy to balance a 2 way, 4 way, or 5 way map, but it becomes much more difficult for maps that have other numbers of keeps. Ive tried my hand at 3 way maps and they never quite get the point where I show them in public...
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Re: This is off topic
No, it's "Shade you moron, why have you forgotten cave wall padding?"Shade wrote:This is off topic, but the problem with 3 way maps is that rectangles have four corners (I know, your saying, duh! Shade you moron go home!).
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
4 way works because there are four corners, even though Wesnoth uses a hex system. 5 (is less desirable) but can be done in a king of the hill type format, with the 5th keep in the centre so long as you carfully contrive the terrain and flow of the map enough to make the centre keep not always be the most desirable to rush by all sides at the start...Dacyn wrote:And the problem with 4 way maps is that Wesnoth is hex-based... this is why Total War was unbalanced.
BTW, I think non-rectangular maps would have been good if a good UI for them could have been developed...
And how do you do a 5 way map?
3 way makes the basic geometry a bit more complex. This is not to say it can not be done, just that it is more involved than plopping a keep in each corner, or opposite each other... (or even making a map with enough contrived geography that a central keep is feasible) Please note, this is just my opinion
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it doesn't work with small maps, at least not well, because individual hexes matter more...Shade wrote:4 way works because there are four corners, even though Wesnoth uses a hex system.Dacyn wrote:And the problem with 4 way maps is that Wesnoth is hex-based... this is why Total War was unbalanced.
BTW, I think non-rectangular maps would have been good if a good UI for them could have been developed...
And how do you do a 5 way map?
thats not 5 way... its 4 way with an unoccupied keep.Shade wrote: 5 (is less desirable) but can be done in a king of the hill type format, with the 5th keep in the centre so long as you carfully contrive the terrain and flow of the map enough to make the centre keep not always be the most desirable to rush by all sides at the start...
Not really... you just do a triangle... this works because wesnoth is hex-based.Shade wrote:3 way makes the basic geometry a bit more complex. This is not to say it can not be done, just that it is more involved than plopping a keep in each corner, or opposite each other... (or even making a map with enough contrived geography that a central keep is feasible) Please note, this is just my opinion
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The World of Orbivm
Argh!!!
Argh, against my better judgement I will reply. I was not suggesting (or I am sorry if I seemed like I was) that the centre keep be unoccupied (and on second thought 5 keeps is just as icky as 3, if not more so). Yes, the fact that we are dealing hexes does indeed matter. I will repeat, three keeps is not fundamentally impossible, or even that difficult, it just is not as simple as a keep in each corner (more or less), or two keeps opposite each other... Yeek, how about we just get back to talking about pg and his rather nice map
No more random, one paragraph musings on things, this is too much work
No more random, one paragraph musings on things, this is too much work
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The download link for this map from the tournament page is broken. Can someone repost this map so I can download it. I'm trying to watch the replays of the tournament.
Edit: Nevermind. Oddly enough, the maps used in the tournament aren't the exactly same as the maps linked to from the tournament download page. The map I'm actually looking for is Charge! I seems that "Divide and Conquer" wasn't used in the tournament.
Edit: Nevermind. Oddly enough, the maps used in the tournament aren't the exactly same as the maps linked to from the tournament download page. The map I'm actually looking for is Charge! I seems that "Divide and Conquer" wasn't used in the tournament.