Map feedback
Map feedback
Since this forum is not very used I will throw this topic in here.
If you have any feedback regarding any map, please write it here. Whether there is a weirdly behaving trigger, the map seems impossible (maybe for full stars), some mistake in writing, or just whether you liked the gameplay/story.
I've been making maps for a long time and I've made many for AOG too. I have some strong views on what makes a good map, but perhaps some of it is a matter of preference. I'd like to know what other people like in maps and campaigns, so I can maybe use it in the future. I'm sure other map makers will appreciate feedback as well.
If you have any feedback regarding any map, please write it here. Whether there is a weirdly behaving trigger, the map seems impossible (maybe for full stars), some mistake in writing, or just whether you liked the gameplay/story.
I've been making maps for a long time and I've made many for AOG too. I have some strong views on what makes a good map, but perhaps some of it is a matter of preference. I'd like to know what other people like in maps and campaigns, so I can maybe use it in the future. I'm sure other map makers will appreciate feedback as well.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
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Re: Map feedback
I can only talk about mp maps, as I don't play campaigns.
In my opinion, an ideal mp map should be programed in a way guaranteeing the spawning positions of TCs will always be distributed in a fair way for 4 players, every run. I'm not talking about preset TCs, that's a bit boring. There's usually a margin of flexibility to still stay fair.
Also I have no idea about how exactly to achieve this. Probably restricting TC spawning possibilities using different terrain (can only spawn on plains) is an option.
Anyway, just from experience playing these games for years now - it just sucks when one player gets a decisive advantage early on simply by starting closer to the towns in the middle, or by having a bigger island on water maps.
There are already a bunch of nice fair maps, though there is potential for creating more of those. Btw this concerns basically all Zerotouch games.
In my opinion, an ideal mp map should be programed in a way guaranteeing the spawning positions of TCs will always be distributed in a fair way for 4 players, every run. I'm not talking about preset TCs, that's a bit boring. There's usually a margin of flexibility to still stay fair.
Also I have no idea about how exactly to achieve this. Probably restricting TC spawning possibilities using different terrain (can only spawn on plains) is an option.
Anyway, just from experience playing these games for years now - it just sucks when one player gets a decisive advantage early on simply by starting closer to the towns in the middle, or by having a bigger island on water maps.
There are already a bunch of nice fair maps, though there is potential for creating more of those. Btw this concerns basically all Zerotouch games.
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Re: Map feedback
i think this answer is off topic here.In my opinion, an ideal mp map should be programed in a way guaranteeing the spawning positions of TCs will always be distributed in a fair way for 4 players, every run. I'm not talking about preset TCs, that's a bit boring. There's usually a margin of flexibility to still stay fair.
Also I have no idea about how exactly to achieve this. Probably restricting TC spawning possibilities using different terrain (can only spawn on plains) is an option.
Anyway, just from experience playing these games for years now - it just sucks when one player gets a decisive advantage early on simply by starting closer to the towns in the middle, or by having a bigger island on water maps.
There are already a bunch of nice fair maps, though there is potential for creating more of those. Btw this concerns basically all Zerotouch games.
A mapdesigner has no power to influence TC spawning logic.
Re: Map feedback
I also mainly play multiplayer. For multiplayer, I would like a 75 by 75 AoS map. As for the campaigns, I liked the ones in which you have production, as well as an epic army, just like the enemy, without triggers and without the feeling that you are playing with numbers.
Re: Map feedback
Your campaign preferences are the exact opposite of mine, maybe I should make some maps to appeal to people with that preference.
I don't believe I can make a 75×75 map? Isn't the limit 50?
I don't believe I can make a 75×75 map? Isn't the limit 50?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Map feedback
What I do like in campaigns:
- having production, so that you can choose the way you would like to approach that map (no production is also fine in some cases)
- ability to use spells, because sometimes when units or mechanics are changed some maps become impossible (or at least impossible to get 3 stars), so in these cases using spells would make the map still possible while it's not fixed (and sometimes it's just fun to have a 200+ damage archer obliterating all the bots )
- puzzle-like maps, like in Puzzles campaign (though "Why are you hitting yourself" 2 and 3 were kinda boring, since they were almost the same solution as the first, except with more units for both sides)
What I don't like in campaigns:
- a bazillion arbitrary triggers that multiplies the enemy army by 10, like in Revolutionary King - The Kusti Champions (or however it's called in english) and Aquatic - The River Campaign (again, idk the campaign's name in english)
- maps that have the enemy start with a bazillion units/towns/buildings and you start with very few, making the map a very slow advance that just feels like you're fighting a bullet sponge, like almost the entirety of the Prison Planet, Savage Story and Maximus campaigns, and Nyadhos Strategy - Paths of the Dead
- having production, so that you can choose the way you would like to approach that map (no production is also fine in some cases)
- ability to use spells, because sometimes when units or mechanics are changed some maps become impossible (or at least impossible to get 3 stars), so in these cases using spells would make the map still possible while it's not fixed (and sometimes it's just fun to have a 200+ damage archer obliterating all the bots )
- puzzle-like maps, like in Puzzles campaign (though "Why are you hitting yourself" 2 and 3 were kinda boring, since they were almost the same solution as the first, except with more units for both sides)
What I don't like in campaigns:
- a bazillion arbitrary triggers that multiplies the enemy army by 10, like in Revolutionary King - The Kusti Champions (or however it's called in english) and Aquatic - The River Campaign (again, idk the campaign's name in english)
- maps that have the enemy start with a bazillion units/towns/buildings and you start with very few, making the map a very slow advance that just feels like you're fighting a bullet sponge, like almost the entirety of the Prison Planet, Savage Story and Maximus campaigns, and Nyadhos Strategy - Paths of the Dead
Green is the correct color, other colors are "less correct".
Re: Map feedback
I'm not familiar with AoS campaigns unfortunately, I haven't played it for like 4 years at least.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Map feedback
Oh, sorry, didn't see this was for AoG, my bad.
Green is the correct color, other colors are "less correct".
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Re: Map feedback
Where can I put it then?Stratego (dev) wrote: ↑Wed Nov 24, 2021 1:40 pm i think this answer is off topic here.
A mapdesigner has no power to influence TC spawning logic.
Also, I'm pretty sure TC spawning partially depends on the map layout. E.g. they can't spawn on forest, so if there's forest in a corner the respective player spawns closer to the centre.
So it's not entirely off topic.
Re: Map feedback
Probably in here: viewtopic.php?f=219&t=548
Green is the correct color, other colors are "less correct".