The OFFICIAL dansil92 Maps Thread
- [Armag] diarouga
- Ninja
- Posts: 12710
- Joined: Feb 26, 2015
- ESO: diarouga
- Location: France
Re: The OFFICIAL dansil92 Maps Thread
This looks like gp.
- lemmings121
- Jaeger
- Posts: 2673
- Joined: Mar 15, 2015
- ESO: lemmings121
Re: The OFFICIAL dansil92 Maps Thread
sugestion/idea: make a winter yalu, with frozen river. (might even replace old yalu lol)
Re: The OFFICIAL dansil92 Maps Thread
My understanding of the imbalance of GP is that whomever is lucky enough to sprint to the central TP first has an incredible advantage as its quite hard to take away and has issues with the contesting as it pretty much guarantees 2 tps for a while. However going to 4 TPs makes it a really high TP map which is annoying. I don't have an answer for the center TP though as per the side TPs itd be good to have them slightly farther up route and more contestable.
I like the guaranteed layout of the ponds though. An improvement on GP's more inconsistent variety.
For standardization a starting outpost would not be great however it could make the map interesting.
Could consider taking something out of the Silk Road playbook and using their TP's and giving a market start, though the whole guardian thing might be weird to sort out on an american map
I like the guaranteed layout of the ponds though. An improvement on GP's more inconsistent variety.
For standardization a starting outpost would not be great however it could make the map interesting.
Could consider taking something out of the Silk Road playbook and using their TP's and giving a market start, though the whole guardian thing might be weird to sort out on an american map
Check out my Custom Map Workshop here!
http://eso-community.net/viewtopic.php?p=98718#top
http://eso-community.net/viewtopic.php?p=98718#top
Re: The OFFICIAL dansil92 Maps Thread
Structure of that map is super nice, really like it. 3 TPs is a good amount.
Re: The OFFICIAL dansil92 Maps Thread
So general consensus is three tps, but starting sockets further forward slightly. I will code in to have a 4 socket line for team games as a way to compensate for team imbalances. Im of the opinion the centre tp should be less problematic here because it is truly central unlike the gp one which is way out of the way. Im still open to feedback from high level players on the issue too, its legitimately one of the easiest things to change
Thank you for the positive remarks, i think this will be a really solid map
Thank you for the positive remarks, i think this will be a really solid map
- I_HaRRiiSoN_I
- Retired Contributor
- Posts: 1626
- Joined: Jan 15, 2016
- Location: United Kingdom
Re: The OFFICIAL dansil92 Maps Thread
looks to have a very high coin mine count which is interesting. the 4th/5th hunts are pretty much in no mans land especially if you include the randomness of walking. Please please please let the natives not be a cheyenne/lakota/comanche mix up again. We have far too many similar maps (iowa and high plains).
Starting church wagon for the memes and for the incoming EP9 patch?
Starting church wagon for the memes and for the incoming EP9 patch?
Re: The OFFICIAL dansil92 Maps Thread
Coin will be reduced slightly, probably a net -4 mines from the screenshot, as i took the constraints from a smaller map. Native mix is commanche & navajo, commanche behind the tc and navajo between the players. Starting church would be dicey due to euro-twc-tad balancing, Monastary is too good. Was considering a bonus coin crateI_HaRRiiSoN_I wrote:looks to have a very high coin mine count which is interesting. the 4th/5th hunts are pretty much in no mans land especially if you include the randomness of walking. Please please please let the natives not be a cheyenne/lakota/comanche mix up again. We have far too many similar maps (iowa and high plains).
Starting church wagon for the memes and for the incoming EP9 patch?
Re: The OFFICIAL dansil92 Maps Thread
Also: another question. Cows or nah?
- I_HaRRiiSoN_I
- Retired Contributor
- Posts: 1626
- Joined: Jan 15, 2016
- Location: United Kingdom
Re: The OFFICIAL dansil92 Maps Thread
it sounds like adding cows for cows sakes, but i guess was a feature of texas and if this map drifted towards a semi standard semi texas map then it would fill that unique spot
Re: The OFFICIAL dansil92 Maps Thread
Could do 8-9 cows + the church wagon? The cows should serve to disproportionately benefit the Asian civs while the Euros get a church. and maybe TWC civs start with a firepit or such?
I'd be against an Outpost or an Outpost wagon. I think it'll either lead to more passive play or more cheesy play.
I'd be against an Outpost or an Outpost wagon. I think it'll either lead to more passive play or more cheesy play.
- chronique
- Advanced Player
- Posts: 2060
- Joined: Jul 4, 2015
- ESO: poissondu44
- Location: France
Re: The OFFICIAL dansil92 Maps Thread
I guess 4 tp is ok if there are 2 lines.pérez wrote:no more than 3 tps pls we already have maps with 800000 tps
Re: The OFFICIAL dansil92 Maps Thread
if you do cows make them individual cows that are spread out, having pairs of cows is busted
Check out my Custom Map Workshop here!
http://eso-community.net/viewtopic.php?p=98718#top
http://eso-community.net/viewtopic.php?p=98718#top
Re: The OFFICIAL dansil92 Maps Thread
Yes perhaps cows would be too much. Unlike texas there is a substantial amount of hunts, and livestock maps do sometimes lead to the game won in age 1...I_HaRRiiSoN_I wrote:it sounds like adding cows for cows sakes, but i guess was a feature of texas and if this map drifted towards a semi standard semi texas map then it would fill that unique spot
Re: The OFFICIAL dansil92 Maps Thread
This is a fairly finalised version, is there any further feedback regarding the trade posts and resources before I get it ready for testing?
Re: The OFFICIAL dansil92 Maps Thread
I like this one, seems quite competitive. I'd probably remove 2 mines as 12 is more standard and 14 a bit too much for 1v1.
Re: The OFFICIAL dansil92 Maps Thread
I could potentially merge the furthest West and east mines into a single mine at the average point between the two, get that back mine out of the corner a bit
Re: The OFFICIAL dansil92 Maps Thread
Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
- Attachments
-
Re: The OFFICIAL dansil92 Maps Thread
1. I wouldn't enable stagecoach on the far line. I think it would simply be way too good/hard to take back for whoever loses it.dansil92 wrote:Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
2. Can you walk somewhere along to crossings without being shot by warships? Like right at the edge of the map?
âTo love the journey is to accept no such end. I have found, through painful experience, that the most important step a person can take is always the next one.â
Re: The OFFICIAL dansil92 Maps Thread
It would depend on how wide i make the crossings. Its fairly trivial to make it wide enough to avoid caravel fire but frigates are another story. I think by the time frigates are out you should have established a second hubwardyb1 wrote:1. I wouldn't enable stagecoach on the far line. I think it would simply be way too good/hard to take back for whoever loses it.dansil92 wrote:Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
2. Can you walk somewhere along to crossings without being shot by warships? Like right at the edge of the map?
Re: The OFFICIAL dansil92 Maps Thread
I would like some feedback on this map design. My current notes are:
-Hunt placements havent been updated so theyre a lottle scarce/spread out
-both central tps are guaranteed buildable by both players, close tp is uncontestable
-natives are cree, has moose, elk and deer, as well as fish
Re: The OFFICIAL dansil92 Maps Thread
seems like with bot middle pond u can achieve 2 tps with frigate and with top middle pond no, maybe should be more symetrical there.
Re: The OFFICIAL dansil92 Maps Thread
yeah i dont like the water flag gimmick here - i dont even think it makes sense flavor-wise. choosing to build boats in the pond is a better interaction than shipping an unbeatable frigate. shipping a frigate in the pond makes the game so infinitely less dynamic, because there are extremely limited avenues by which you can counter it. water flags would literally strangle the potential the map has.
-
- Howdah
- Posts: 1149
- Joined: Oct 16, 2019
- ESO: LeHussardsurletoit
Re: The OFFICIAL dansil92 Maps Thread
I don't know about the dynamic but it would certainly make the map different, which is always nice !
ESOC : came for the game, stayed for the drama.
- chronique
- Advanced Player
- Posts: 2060
- Joined: Jul 4, 2015
- ESO: poissondu44
- Location: France
Re: The OFFICIAL dansil92 Maps Thread
Dansil is sponsored by kynesis for sure!
Who is online
Users browsing this forum: No registered users and 2 guests