Temuchin Khan's maps
Moderator: Forum Moderators
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Temuchin Khan's maps
I've expanded and modified the Wesnoth map from Conquest 3.4 for use in ordinary multiplayer games. I'm not sure how well balanced it is, but see what you think!
EDIT: Here's a new version of the map. I have made many adjustments, some for balancing reasons and some to make it a better copy of the original Wesnoth map. Let me know what you think of the changes, and if anyone has further suggestions I'd love to hear them!
EDIT: Before I posted the new version, the map had been downloaded 8 times.
EDIT: From now on, if I have a new version, I'll just post it below.
EDIT: Here's a new version of the map. I have made many adjustments, some for balancing reasons and some to make it a better copy of the original Wesnoth map. Let me know what you think of the changes, and if anyone has further suggestions I'd love to hear them!
EDIT: Before I posted the new version, the map had been downloaded 8 times.
EDIT: From now on, if I have a new version, I'll just post it below.
Last edited by Temuchin Khan on October 24th, 2023, 6:46 pm, edited 33 times in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Re: Wesnoth map
Well, I'm fairly certain that I can confirm that this map is not in the least bit balanced (except for by the principles of FFA balance [I.E. everyone is supposed to gang up on the sides that have an inherent advantage] but that is a risky proposition that relies on everyone knowing the map well and how likely is that on a 9 player FFA Map) but I'd still consider it an interesting thing to keep around. This is the kind of map I might use the Gunpowder Age for.
I would advise however, that you make a .cfg for it and reduce the village gold from 2 to 1 as players who survive the early game won't be able to spend their money fast enough with 3 castle hexes and a 20-30 village economy. Alternatively, you could increase the castle size but I really don't think the map is going to need more units (aside, that'll make it even harder to balance out players who can get ahead in terms of income).
I would advise however, that you make a .cfg for it and reduce the village gold from 2 to 1 as players who survive the early game won't be able to spend their money fast enough with 3 castle hexes and a 20-30 village economy. Alternatively, you could increase the castle size but I really don't think the map is going to need more units (aside, that'll make it even harder to balance out players who can get ahead in terms of income).
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Re: Wesnoth map
The Conquest Wesnoth objectives say the map was created by a modification of a standard Wesnoth map, created by NULL.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Wesnoth map
Hello Temudchin, here is the original from null
http://forums.wesnoth.org/viewtopic.php ... 53#p279653
of course its a great map and if you think something can be improved or done about it - lets go. im sure NULL will appreciate if you improve and upload the map for main wesnoth use.
he also appreciated the fact that it was used for conquest:
http://forums.wesnoth.org/viewtopic.php ... 58#p437258
http://forums.wesnoth.org/viewtopic.php ... 53#p279653
of course its a great map and if you think something can be improved or done about it - lets go. im sure NULL will appreciate if you improve and upload the map for main wesnoth use.
he also appreciated the fact that it was used for conquest:
http://forums.wesnoth.org/viewtopic.php ... 58#p437258
Hello everyone! I just stopped by to thank the Conquest team for using my Wesnoth map. When I posted it ages ago, it didn't even receive a single comment and I was disheartened to make any more of my own content for the game. I'm happy to see that it has found a home in the excellent Conquest add-on.
Now that I'm back, maybe I'll try making some more maps this summer...
The best bet is your own, good Taste.
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Wesnoth map
I'll see what I can do for this map. I have some ideas about what can be done with it here and there.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Wesnoth map
I've made a new version of this map. Basically, I extended it even further to the east, restored some of the features of Null's original version, made some parts of the map closer to the official Wesnoth map, and tried to make the whole thing a little more balanced.
And if anyone can think of how the map can be further improved, I'm open to suggestions.
And if anyone can think of how the map can be further improved, I'm open to suggestions.
Last edited by Temuchin Khan on February 26th, 2012, 5:19 pm, edited 1 time in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Re: Wesnoth map
Hello Temudchin.
I love the new Map and will surely add it back to conquest again.
replacing the old wesnoth map.
I love the new Map and will surely add it back to conquest again.
replacing the old wesnoth map.
The best bet is your own, good Taste.
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Wesnoth map
Cool! Glad you like it!Mabuse wrote:Hello Temudchin.
I love the new Map and will surely add it back to conquest again.
replacing the old wesnoth map.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps (was: Wesnoth map)
Here's another map I've been working on. It probably still needs some work, and I'd be glad for any comments and criticisms.
EDIT: See newer version below.
EDIT: See newer version below.
Last edited by Temuchin Khan on March 6th, 2012, 2:25 pm, edited 1 time in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps (was: Wesnoth map)
EDIT: I'll leave this up since it's been downloaded 21 times, but it's not my most recent version.
- Attachments
-
- Wesnoth.zip
- (3.24 KiB) Downloaded 815 times
Last edited by Temuchin Khan on November 24th, 2013, 12:30 pm, edited 2 times in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps - now with third Wesnoth map revisi
I should have mentioned that "Mountains and Valleys" is an experimental map. Several years ago I tried my hand at something similar but gave up, and now I'm giving it another shot.
The theory is that if I spread the mountains around enough, with enough other sorts of terrain between them, then even a significant number of them won't make it unbalanced, and it cal still look like a realistic mountain range going through the map and not just around the sides. We'll see if it works. Please do give your comments and criticisms.
The theory is that if I spread the mountains around enough, with enough other sorts of terrain between them, then even a significant number of them won't make it unbalanced, and it cal still look like a realistic mountain range going through the map and not just around the sides. We'll see if it works. Please do give your comments and criticisms.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps - new versions of both maps
With these two versions of the Wesnoth map, I have slightly increased the amount of snow on the map, particularly in the mountains between Elensefar and the heart of Wesnoth. In the second of them, I have moved player eight from the lands of the horse lords to the extreme southwest.
With Mountains and Valleys, I have mainly increased the amount of forests, hills, and shallow water.
EDIT: I've gone in a new direction with the Wesnoth map. See below!
- Attachments
-
- Mountains_and_Valleys.zip
- (1.49 KiB) Downloaded 759 times
Last edited by Temuchin Khan on November 24th, 2013, 12:32 pm, edited 1 time in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps - new versions of both maps
I also made a new map, loosely based on the geography of Morocco. Why Morocco? Last year, I came across an unusual theory that Atlantis was in Morocc, and got curious.
Both maps are intended for free-for-all games.
EDIT: Oh yeah, and I eliminated all the ice and snow from the Wesnoth map.
- Attachments
-
- Morocco_Apocalypto.zip
- (2.73 KiB) Downloaded 781 times
-
- Wesnoth and South.zip
- (3.57 KiB) Downloaded 793 times
Last edited by Temuchin Khan on November 24th, 2013, 12:34 pm, edited 1 time in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps - now with Wesnoth Sands
Inspired by Under the Burning Suns, I have turned the entire Wesnoth and South map into one huge desert wasteland. Obviously, a map like this cannot hope to be balanced for all factions. I present it here only for the sake of those who would enjoy the novelty of such a map.
Last edited by Temuchin Khan on November 24th, 2013, 12:35 pm, edited 1 time in total.
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Temuchin Khan
- Posts: 1801
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Temuchin Khan's maps - updates
I have updated the Wesnoth and Wesnoth and South maps for 1.11.1. As far as I know, my other maps still work for 1.11.1 and did not need to be updated. Anyway, without further ado, here are the updated maps
- Attachments
-
- wesnoth.zip
- (6.22 KiB) Downloaded 752 times
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1