Re: The OFFICIAL dansil92 Maps Thread
Posted: 14 May 2020, 05:48
4vs4 looks very interestingdansil92 wrote:Zavkhan is ready for public testing now
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4vs4 looks very interestingdansil92 wrote:Zavkhan is ready for public testing now
That is the FFA spawn...?Rohbrot wrote:4vs4 looks very interestingdansil92 wrote:Zavkhan is ready for public testing now
sorry i missed your post: these are copper mines, for the aesthetic, but they are still 2000c. its definitely a good german map, though i'm not sure its a "bad map" for any civ apart from possibly spainPlantinator wrote:What are the mines on that map Standard silver? I just instantly thought ger when i saw the map haha
Ty for the replydansil92 wrote:sorry i missed your post: these are copper mines, for the aesthetic, but they are still 2000c. its definitely a good german map, though i'm not sure its a "bad map" for any civ apart from possibly spainPlantinator wrote:What are the mines on that map Standard silver? I just instantly thought ger when i saw the map haha
“Supreme Leader Kim Jong-un liked this.”dansil92 wrote:This is my latest map Yalu River! Based losely on an age of mythology map, it features both players starting on a small segment with low resources, a shaolin settlement, and a small trade line; each player begins with a catamaran, a single fishing ship and a home city water flag. Additionally you start with 15 pop space to make sure that fishing ship doesnt mess with standard builds. All the mines on this map are tin mines so it will quickly become essential to migrate to the mainland. The mainland features (currently) a silk road line and several Zen settlements. It is dense in resources and will be likely where a great deal of the gameplay occurs. How does this map play out? Its actually quite similar to ceylon in the migratory concept but with the ability to actually scout and/or rush your opponent. It does lack whales, but has a few fish, in larger games fishing could be quite lucrative.
A few dev notes: due to the behavior of silk road tradeposts i was unable to place the guardians without messing up the small trade route's res/xp output (silk road type maps appear to reduce tradepost output to less than a vills worth of res or like 0.15xp/second). My current solution is that they simply remain unguarded and can be claimed immediately, but only deliver xp and cannot be upgraded to stagecoach for res. The small route remains a standard TP line in every sense. If this is deemed too risky (it shouldn't be but i haven't tested enough to find any exploits yet) i will replace them with standard trade post sockets BUT disable stagecoach on it. I dont want this to be another atp map if i can help it.
Let me know if you are interested in testing this one out!
I am aware of course i unironically made a map where you flee north korea to seek a better life in chinaoccamslightsaber wrote:“Supreme Leader Kim Jong-un liked this.”dansil92 wrote:This is my latest map Yalu River! Based losely on an age of mythology map, it features both players starting on a small segment with low resources, a shaolin settlement, and a small trade line; each player begins with a catamaran, a single fishing ship and a home city water flag. Additionally you start with 15 pop space to make sure that fishing ship doesnt mess with standard builds. All the mines on this map are tin mines so it will quickly become essential to migrate to the mainland. The mainland features (currently) a silk road line and several Zen settlements. It is dense in resources and will be likely where a great deal of the gameplay occurs. How does this map play out? Its actually quite similar to ceylon in the migratory concept but with the ability to actually scout and/or rush your opponent. It does lack whales, but has a few fish, in larger games fishing could be quite lucrative.
A few dev notes: due to the behavior of silk road tradeposts i was unable to place the guardians without messing up the small trade route's res/xp output (silk road type maps appear to reduce tradepost output to less than a vills worth of res or like 0.15xp/second). My current solution is that they simply remain unguarded and can be claimed immediately, but only deliver xp and cannot be upgraded to stagecoach for res. The small route remains a standard TP line in every sense. If this is deemed too risky (it shouldn't be but i haven't tested enough to find any exploits yet) i will replace them with standard trade post sockets BUT disable stagecoach on it. I dont want this to be another atp map if i can help it.
Let me know if you are interested in testing this one out!
Oh, I thought it was 1:0 for Best Korea (versus False Korea, which doesn’t even have an ESOC map dedicated to it). But if that’s actually the case...dansil92 wrote:I am aware of course i unironically made a map where you flee north korea to seek a better life in chinaoccamslightsaber wrote:“Supreme Leader Kim Jong-un liked this.”dansil92 wrote:This is my latest map Yalu River! Based losely on an age of mythology map, it features both players starting on a small segment with low resources, a shaolin settlement, and a small trade line; each player begins with a catamaran, a single fishing ship and a home city water flag. Additionally you start with 15 pop space to make sure that fishing ship doesnt mess with standard builds. All the mines on this map are tin mines so it will quickly become essential to migrate to the mainland. The mainland features (currently) a silk road line and several Zen settlements. It is dense in resources and will be likely where a great deal of the gameplay occurs. How does this map play out? Its actually quite similar to ceylon in the migratory concept but with the ability to actually scout and/or rush your opponent. It does lack whales, but has a few fish, in larger games fishing could be quite lucrative.
A few dev notes: due to the behavior of silk road tradeposts i was unable to place the guardians without messing up the small trade route's res/xp output (silk road type maps appear to reduce tradepost output to less than a vills worth of res or like 0.15xp/second). My current solution is that they simply remain unguarded and can be claimed immediately, but only deliver xp and cannot be upgraded to stagecoach for res. The small route remains a standard TP line in every sense. If this is deemed too risky (it shouldn't be but i haven't tested enough to find any exploits yet) i will replace them with standard trade post sockets BUT disable stagecoach on it. I dont want this to be another atp map if i can help it.
Let me know if you are interested in testing this one out!
1) tc should be able to protect it fairly well, it's not a very big map so the scale is hard to really see on the minimapLe Hussard sur le toit wrote:This looks very interesting.
I would have two questions/suggestions :
1) Some games may be lost in first age if you lose your catamaran. Or is the TC close enough to the water to protect it anyway ?
2) Maybe give a shipment points on the other side of the water (with an outpost). So that people can ship vills directly to the other side.
3) I feel giving slightly more hunts/mines near the base would help civs with tight BOs to find time to migrate.
Is the tc not covering there? If its not doing that properly thats a slight oop. i Can add a dock rickshaw then, honshu styleKynesie wrote:@dansil92 On Yalu River, catamarans are problematic : it s just a 1 catamaran vs 1 catamaran war, and the poor guy who lost that lost also 2 fishing boat and the ability to cross the river, so it s game over at 30 sec... i think you should remove catamaran (fishing boat are enought for transport) or add a dock
I just tried and no the TC can t shoot , evn if i go as close as possible.dansil92 wrote:Is the tc not covering there? If its not doing that properly thats a slight oop. i Can add a dock rickshaw then, honshu styleKynesie wrote:@dansil92 On Yalu River, catamarans are problematic : it s just a 1 catamaran vs 1 catamaran war, and the poor guy who lost that lost also 2 fishing boat and the ability to cross the river, so it s game over at 30 sec... i think you should remove catamaran (fishing boat are enought for transport) or add a dock
The rheas are a lot less tempermental than bison when walking/running and the guanacos only spawn in the centre, they should behave themselves quite wellchronique wrote:My question is, there are not a probleme when hunt are next to the "unwalkable" clift? Like on bonni spring, when the hunt try hard a lot to climb the clift.