The OFFICIAL dansil92 Maps Thread

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France [Armag] diarouga
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Re: The OFFICIAL dansil92 Maps Thread

Post by [Armag] diarouga »

This looks like gp.
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Re: The OFFICIAL dansil92 Maps Thread

Post by lemmings121 »

sugestion/idea: make a winter yalu, with frozen river. (might even replace old yalu lol)
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Re: The OFFICIAL dansil92 Maps Thread

Post by Durokan »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by iNcog »

Structure of that map is super nice, really like it. 3 TPs is a good amount.
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by I_HaRRiiSoN_I »

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?
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

I_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?
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 crate
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

Also: another question. Cows or nah?
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Re: The OFFICIAL dansil92 Maps Thread

Post by I_HaRRiiSoN_I »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by Cometk »

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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by chronique »

pérez wrote:no more than 3 tps pls we already have maps with 800000 tps
I guess 4 tp is ok if there are 2 lines.
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Re: The OFFICIAL dansil92 Maps Thread

Post by Durokan »

if you do cows make them individual cows that are spread out, having pairs of cows is busted
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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...
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

unknown-249.png
This is a fairly finalised version, is there any further feedback regarding the trade posts and resources before I get it ready for testing?
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Re: The OFFICIAL dansil92 Maps Thread

Post by Garja »

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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
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Re: The OFFICIAL dansil92 Maps Thread

Post by wardyb1 »

dansil92 wrote:Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
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.
2. Can you walk somewhere along to crossings without being shot by warships? Like right at the edge of the map?
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

wardyb1 wrote:
dansil92 wrote:Discuss: crossings here on yalu river, with stagecoach enabled on far tp route
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.
2. Can you walk somewhere along to crossings without being shot by warships? Like right at the edge of the map?
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 hub
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

unknown-14.png
"Manitoba"

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by pĂ©rez »

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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by Cometk »

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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by Le Hussard sur le toit »

I don't know about the dynamic but it would certainly make the map different, which is always nice !
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Re: The OFFICIAL dansil92 Maps Thread

Post by chronique »

Dansil is sponsored by kynesis for sure!

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