New Quick Map - 4p - Amaranthine

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lancebramsay
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New Quick Map - 4p - Amaranthine

Post by lancebramsay » December 15th, 2009, 9:06 am

*NOTE* Newest version is 3.1
screenshot_amaranthine.jpg
Hi All,

I would appreciate any feedback for Amaranthine. Thanks in advance!

Map Points
-Quick matches 10-20 turns on a 25x16 map
-Ascetically pleasing
-Not Isar's Cross
-Symmetrical
-Incorporation of all unit types
-Diverse terrain
-Requires teamwork to succeed
-Often times leader must play an active role in the attack in order to succeed
-Fast paced, fun matches

Also some backstory or history for the map.

-Description-
Banished to a place of fire and brimstone, you fight for eternity over a forsaken land.

-Definition-
Amaranthine means eternity, or eternal. Often times associated with beauty or a red purple color.

-Backstory-
I am leaving a certain amount up to speculation and imagination of others but I will say this much. You are trapped fighting in a mysterious and beautiful land. Having been banished there and must spend the rest of eternity in Amaranthine. The ancient land is illuminated by the reddish glow of lava and fire and you can't help but sense a strong evil surrounding you.
Attachments
Amaranthine V3.1.rar
(464.18 KiB) Downloaded 139 times
Last edited by lancebramsay on July 6th, 2012, 1:05 pm, edited 5 times in total.
-LaZrO-

Amaranthine|Map

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lancebramsay
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Location: Issaquah

Re: New Quick Map - 4p - Amaranthine

Post by lancebramsay » May 20th, 2010, 7:41 pm

4p_Amaranthine2.jpg
Went ahead and made some adjustments to the map.

The center of the map has been drastically changed in an attempt to create faster paced gameplay. Since there are two villages within the center caves, there is also a strategic value to it as well. The center not only provides wealth but also allows for you to strike anywhere on the map. Being in the caves puts you in the place to aid your teammate too.

Also the starting gold was reduced to 50. This will reduce the number of starting units drastically, which I felt was appropriate considering the size of the map. The village value has been increased to 3 though. Hopefully this will urge teams to push ahead and fight for villages, especially the contested village within the cave.

As I said in my previous post, feel free to leave any feedback, I appreciate it greatly.
Attachments
Amaranthine V2.0.rar
Contains the .map .cfg files
(1.96 KiB) Downloaded 290 times
Last edited by lancebramsay on July 6th, 2012, 10:55 am, edited 6 times in total.
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Amaranthine|Map

monochromatic
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Re: New Quick Map - 4p - Amaranthine

Post by monochromatic » May 20th, 2010, 7:52 pm

It looks pretty good to me. Good defensive positions, some risks, player 1 advantage not that big (I think).

Haha, I almost thought wait! Can't drakes fly to that auxiliary keep to recruit and he safe there? Until I saw the impassable void stuff.

Is this on the add-on server yet? Sorry, I haven't checked the add-on list in a bit.

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Re: New Quick Map - 4p - Amaranthine

Post by Sangel » May 23rd, 2010, 9:20 pm

Hmmm. Is this perfectly symmetrical? That'll result in a distinct First-Mover advantage; you're going to need to move some villages and/or terrain if you want this to be competitively balanced.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

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lancebramsay
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Location: Issaquah

Re: New Quick Map - 4p - Amaranthine

Post by lancebramsay » May 24th, 2010, 4:25 am

This map is not on the MP add-on server, I wanted to work out the kinks before that step was taken.

And I will work on squashing that first turn advantage. Let me know if my efforts are successful.
Last edited by lancebramsay on July 6th, 2012, 10:54 am, edited 1 time in total.
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Amaranthine|Map

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lancebramsay
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Location: Issaquah

Re: New Quick Map - 4p - Amaranthine

Post by lancebramsay » May 24th, 2010, 8:01 pm

4p_Amaranthine2-1.jpg
Hey another update coming your way, I went ahead and made a small change. The terrain is now reversed as you can see in the picture. Hopefully this helps combat any advantage 1st and 3rd player get by moving before their opponent. I feel with this change that 2nd and 4th player have better access to the contested village. So despite 1st and 3rd player being able to reach the contested village before 2nd and 4th (In theory), 2nd and 4th have better access to attack the position from the start.
Attachments
Amaranthine V2.1.rar
Contains .map .cfg files
(2 KiB) Downloaded 299 times
Last edited by lancebramsay on July 6th, 2012, 10:56 am, edited 1 time in total.
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Amaranthine|Map

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lancebramsay
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Location: Issaquah

Re: New Quick Map - 4p - Amaranthine

Post by lancebramsay » July 6th, 2012, 10:52 am

screenshot_amaranthine.jpg
Here are the changes that have been made since the last update:

+Changes made from 2.1-3.0 (NEW)

--Tropical theme added along coast

--Reef added along coast

--Deep water added off coast

--Mushrooms added to center cave

--More water tiles added on river

--Starting village centered for side 1 and 3

--Modified Northeast and Southwest keeps

--Ascetically diversified

--Removed fog

--Set experience modifier to 80%

--Set turns to unlimited

--Updated non-playable "Lords" side

Eventually I will learn how to add this map to the add-on server. Hope you enjoy the updates!

-Lazro
Attachments
Amaranthine V3.0.rar
(453.77 KiB) Downloaded 142 times
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Amaranthine|Map

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lancebramsay
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Location: Issaquah

Re: New Quick Map - 4p - Amaranthine

Post by lancebramsay » July 6th, 2012, 11:50 am

screenshot_amaranthine.jpg
+Changes made from 3.0-3.1 (NEW)

--Added mountains near keep

--Changed center mountain to hills

--Set experience modifier to 60%

--Removed water villages
Attachments
Amaranthine V3.1.rar
(464.18 KiB) Downloaded 144 times
-LaZrO-

Amaranthine|Map

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