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Author Topic: War's Cross + Deravitive maps. (Road of Good Intentions Added!)  (Read 19286 times)
Kumlekar
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« on: February 01, 2009, 03:37:04 am »

Just posting this as a basis for some furture maps.  I need to fix production values and add some additions.

Edit:  Added another version based on the same idea.

* War's cross.ini (2.15 KB - downloaded 1165 times.)
* Road of Good Intentions.ini (3.89 KB - downloaded 1186 times.)
« Last Edit: February 05, 2009, 07:37:06 am by Kumlekar » Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Chris
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« Reply #1 on: February 01, 2009, 06:41:12 am »

Moved to the Map Repository.
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Chris
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« Reply #2 on: February 01, 2009, 08:50:36 am »

Cool map! Interesting use of rifts, though I reckon you should move them away from the planets a little so it looks better - gameplay would be identical.

By the way, the planet names all have spaces in front of them, which looks a bit odd when it comes up in the battle messages. Smiley  You should have no spaces on either side of the = sign.

Screenshot attached below.


* warscross.jpg (145.68 KB, 1162x893 - viewed 2288 times.)
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Kumlekar
Eats planets for breakfast
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« Reply #3 on: February 01, 2009, 09:04:49 am »

This map is nowhere close to finished.  I had it up for play to demonstrate the basic idea and get some of the production values down, but in its current form winning is primarily luck. Also, I can't move the rifts away from the planets without allowing travel from the homeworlds to an additional center planet.  Instead i'm going to reduce production (and hoefully size) of all planets.
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What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Prez
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« Reply #4 on: February 01, 2009, 09:16:32 am »

Nice idea....to be improved!!
Fabio
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Chris
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« Reply #5 on: February 01, 2009, 10:53:27 am »

Also, I can't move the rifts away from the planets without allowing travel from the homeworlds to an additional center planet.

You could if you added another vertex to each rift. Which would also make it more visually interesting. Smiley

Looking forward to seeing where you take this one!
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Kumlekar
Eats planets for breakfast
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« Reply #6 on: February 01, 2009, 07:18:20 pm »

Oh, another comment to anyone who plays this before I update again.  Play with ship speed set to instant.  Until I change production values, the natives are negliable on any setting. 
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What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
Kumlekar
Eats planets for breakfast
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Posts: 140



View Profile
« Reply #7 on: February 02, 2009, 08:05:02 am »

I started another map using this as a base, along with Prez/Khan's Gobular Cluster map.  I'd appreciate suggestions about how to change the starting area, and if I need to loosen up choke points in the center.  This map is designed for natives to be set to normal, but until I rebalance them, I recomend turning on viewing of ships at enemy planets, and setting natives to low.  As for speed, try normal, fast or instant.  It makes very little difference.  (on slow you will be sitting around 16 turns to take the first planet.

I have some plans for some three person and senario maps that I'll be working on once this is playable.  The hardest one for me to make, will be designed for 2v1 play using a similar design to this current map.

* Road of Good Intentions.ini (3.89 KB - downloaded 1159 times.)
Logged

What is Six Times Nine
Forty-Two!

Jp may have played mayhem before it was cool, but I play while its cool! *

* "Cool" is defined as the period of time in which Kumlekar plays a game.
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