2p - Tomb of Kings (Version 5)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Post Reply
User avatar
Sapient
Inactive Developer
Posts: 4453
Joined: November 26th, 2005, 7:41 am
Contact:

2p - Tomb of Kings (Version 5)

Post by Sapient »

Let me know what you think of this one. If you are claustrophobic, then the Tomb of Kings may scare you quite a bit. This map presents a lot of strategic options, one key choice being whether or not to relocate your leader.

----
Recommended Settings:
Gold= (1 gpv, 100 gold start)
Turns= (38 turns)
Attachments
2p_Tomb_of_Kings.cfg
Tomb of Kings (1v1) - now with nifty WML!
(1.55 KiB) Downloaded 462 times
(screenshot - partial)
(screenshot - partial)
Image2.jpg (115.54 KiB) Viewed 2724 times
Last edited by Sapient on July 7th, 2006, 1:19 am, edited 7 times in total.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
User avatar
Sapient
Inactive Developer
Posts: 4453
Joined: November 26th, 2005, 7:41 am
Contact:

Re: 2p - Tomb of Kings (Version 5)

Post by Sapient »

CHANGELOG
----
Version 2

Now the tomb wall begins to crumble on turn 20, which keeps things interesting and fun!

If you downloaded a previous version, please get the latest copy because it is much better.

Version 3

Screen shakes to indicate earthquake more clearly. Thanks to the Lost General!

Version 4

The latest version of Tomb of Kings includes some important balancing edits. Also, I am reccommending more turns to take advantage of the "tomb breakdown" period (38 turns makes it easier to break a stalemate, but still gives the feeling of a race against the clock).

The terrain changes here generally boost elves and take away the knalgan advantage.

*some deep water changed to shallow (as per Soliton's suggestion). Still there is enough deep water to maintain the intended village-fortress walk time.

*some dirt added in caves to help elves.

*Removed a mountain-village transition in close reach of opponent ulfs. Remaining mountain-village transitions deemed acceptable.

*Added a forest-village transition near frontline.

Version 5

*Changed one hex to snow (slows down the P1 advantage)

*Updated the default settings
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Post Reply