Search found 615 matches

by F8 Binds...
October 31st, 2008, 5:58 am
Forum: Multiplayer Development
Topic: Amazing yet TINY 2v2 map. NEW
Replies: 15
Views: 3386

Re: Amazing yet TINY 2v2 map. NEW

Once I have about 10 maps I'll put up a map pack.
Why wait so long? :P
by F8 Binds...
October 30th, 2008, 2:31 pm
Forum: Multiplayer Development
Topic: New 1v1 map
Replies: 5
Views: 1711

Re: New 1v1 map

This is very similar to my old map, chilled caves, which I might bring back from the dead- minus the winter. Looking at that thread might really help you.

(link pending)...

EDIT: Here it is.
by F8 Binds...
October 29th, 2008, 3:25 am
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 5486

Re: A idea how to make units/factions better

you would have to have dexterous on melee units that only later develop ranged attacks. This isn't exactly true because dextrous is a race specific trait. Strong, on the other hand is broad and technically covers all 6 factions, including undead. (bats) Also, having the fourth trait reduces the amo...
by F8 Binds...
October 27th, 2008, 10:27 pm
Forum: Multiplayer Development
Topic: Kaupan Reitin Pass 2v2
Replies: 9
Views: 2330

Re: Kaupan Reitin Pass 2v2

In every way better than the other.
by F8 Binds...
October 27th, 2008, 10:24 pm
Forum: Multiplayer Development
Topic: Lvl 2 ideas for wc's and bats
Replies: 4
Views: 1549

Re: Lvl 2 ideas for wc's and bats

I can say a few things. -I am fairly sure the lack of a L2 on walking corpses and vampire bats is an intended dynamic. I can't say much more on this. -Developing art for the units would be a pain- especially for the walking corpse. Not only are you developing the regular image, but a troll L2 image,...
by F8 Binds...
October 27th, 2008, 3:46 am
Forum: Multiplayer Development
Topic: Kaupan Reitin Pass 2v2
Replies: 9
Views: 2330

Re: Kaupan Reitin Pass 2v2

Yeah, a screenshot would look much better- the map tag doesn't represent the asthetic of the map well at all.
by F8 Binds...
October 14th, 2008, 12:56 am
Forum: Multiplayer Development
Topic: Changes to the Goblin Spearman
Replies: 17
Views: 3385

Re: Changes to the Goblin Spearman

Thematically, I like the new changes. Otherwise, not particularly. :|

I would need to see them more in multiplayer, I guess.
by F8 Binds...
October 10th, 2008, 1:46 am
Forum: Multiplayer Development
Topic: Cold Heart - Wesnoth Multiplayer Map
Replies: 3
Views: 1902

Re: Cold Heart - Wesnoth Multiplayer Map

Maps having lots of slow, easily defended terrain covering most of the map tend to stalemate. Your use of mountains is a bit excessive. :wink:

And yes, please try to check out the map guide.
by F8 Binds...
October 6th, 2008, 3:06 am
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 5486

Re: A idea how to make Mages better

To be honest, I don't even agree with the adept strong trait situation , but I would sympathize it more than the mage strong trait situation. Traits are just to add flavor to the game, not to be detrimental or optimal on every unit. As such, sure you'll have non-quick dwarves, strong mages, non-stro...
by F8 Binds...
October 6th, 2008, 12:46 am
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 5486

Re: A idea how to make Mages better

My opinion on the strong trait on mages, and perhaps other units- The trait system was never intended to be always optimal, giving the player the best traits on the proper units. This diversity was intended, and I don't feel removing the strong trait from the mage has a proper basis, or adds any dyn...
by F8 Binds...
September 25th, 2008, 2:13 am
Forum: Multiplayer Development
Topic: The Multiplayer Map Reader's Digest
Replies: 168
Views: 60560

Re: The Multiplayer Map Reader's Digest

That's a bit off topic. :|
by F8 Binds...
September 25th, 2008, 12:57 am
Forum: Multiplayer Development
Topic: The Multiplayer Map Reader's Digest
Replies: 168
Views: 60560

Re: The Multiplayer Map Reader's Digest

I remember that you (Doc) were "forced" to use cave terrain to prevent the drake blademaster from getting to the inner keep at turn 2 on castle hopping. Now that there is a non-cave mushroom, wouldn't it be more appealing to remove the cave and to replace it with the dirt mushroom? Just a ...
by F8 Binds...
September 4th, 2008, 12:23 am
Forum: Multiplayer Development
Topic: 1 vs 1 Map, need comments
Replies: 21
Views: 4833

Re: 1 vs 1 Map, need comments

/me points out quickly that mountains are never placed next to villages...
by F8 Binds...
September 3rd, 2008, 9:57 pm
Forum: Multiplayer Development
Topic: 4p-Esrever
Replies: 13
Views: 3703

Re: 4p-Esrever

Creating maps in wesnoth, as compared to other games, where dynamics is the only concern, is much harder when factional balancing is thrown in. To be honest, trying to depict a certain environment/region/world while keeping balance takes a good deal of skill. I would try to grasp the concept of fact...
by F8 Binds...
September 3rd, 2008, 12:22 pm
Forum: Multiplayer Development
Topic: 4p-Esrever
Replies: 13
Views: 3703

Re: 4p-Esrever

Adding teleporters could be interesting, to be honest.