WIP : Perdido Valley

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WIP : Perdido Valley

Postby Krapougnak » 25 Aug 2014, 11:10

Hi,

Lionhardt showed us that we could spend more than just 3 weeks on a map, encouraged by his example I'm making this map (god I hate decals now... ;) ).

I know it is not a symetric map but I still want it to have an interesting gameplay so any advice is welcomed (starting positions, mass spots, reclaim areas etc...).:

Perdido Valley 20x20 - 8 players

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Re: WIP : Perdido Valley

Postby Lionhardt » 25 Aug 2014, 13:55

Looking great... and very confusing.

The decal work so far is amazing.

Decalling up a 20*20 map that is not even symmetrical... that's gonna be a torment.
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Re: WIP : Perdido Valley

Postby Krapougnak » 25 Aug 2014, 14:42

Thanks ! Yes it was a nightmare to decal it the way I wanted and I look forward to finishing it and leave mapping for a long time ... :)

Yes the map requires a lot of exploring to identify passes and good use of plateaux but I think it could allow a lot of strategies. I used a 3d software to model the heightmap.
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Re: WIP : Perdido Valley

Postby Lionhardt » 25 Aug 2014, 15:06

How much of the map is already decaled?

Did you use World Machine?
Help me make better maps for all of us, visit my Mapping Thread.

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- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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Re: WIP : Perdido Valley

Postby lextoc » 25 Aug 2014, 15:22

Looks great so far!
I'm watching you!
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Re: WIP : Perdido Valley

Postby Krapougnak » 25 Aug 2014, 16:09

Lionhardt wrote:How much of the map is already decaled?

Did you use World Machine?


I would say around 90%. Nope I used L3DT

lextoc wrote:Looks great so far!


Thanks ! Now I only need some advice specially on the gameplay side of things and maybe some testers before a release ?
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Re: WIP : Perdido Valley

Postby Lionhardt » 25 Aug 2014, 20:26

I have stared at the overview picture for a few minutes now, but I can't think of any useful advice. I would say "make it more readable"... but that is not really useful. I guess you will need to make people playtest it. But that is not so easy either... certain individuals even rejected to help me playtest my current wip map out of principle of not playing maps larger than 20*20 km...
Anyway, hit me anytime for a playtest. I'd be happy to.
Last edited by Lionhardt on 25 Aug 2014, 21:02, edited 1 time in total.
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Re: WIP : Perdido Valley

Postby Omnipotent » 25 Aug 2014, 20:59

Yeah me too, looks like an incredibly detailed map. Will post my WIPs soon too!
1 Sulphur Mounds, Sulphur Lake, and Open Combat
2 Coastal Bridge v2
3 Burner, Burner II
4 Fortress Ascent
5 Gap Of Genesis
6 Genesis VI, Genesis IV
7 Coastal Aisles
8 Hypothermia
9 The Requisite
10 New Wonder
11 New Zeta Wonder
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Re: WIP : Perdido Valley

Postby Krapougnak » 26 Aug 2014, 09:20

Thanks guys I think I will follow your advice Lionhardt and post it on the vault when it is finished so people can give their advice if any. I'll also probably take you and Omnipotent on your kind offer to playtest and send you a mediafire link before sending thge map to the vault :) .

Yes it is a very detailed map with a lot of passages in the mountains to explore besides the more evident big ways, and a lot of plateux too for secret bases. The asymetric positioning of stating points should also allow for interesting and strategic team games. But of course all this is just in my head now it needs to be confronted to gameplay reality. ;)

Bonus eyecandy : Sunny Mountaining :)

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Re: WIP : Perdido Valley

Postby Zock » 26 Aug 2014, 11:06

This looks really good. Nice to see someone not being afraid of making asymmetrical maps. :)

It is very hard to combat that the gameplay defaults towards turtling though, and as bigger the map, as harder it becomes. But many people like this gameplay too. What kind of gameplay do you want to have with this map?

Avoid placing too much reclaim, it creates only work to reclaim it, and there is enough work to do on big maps. Low mass reclaim for deco is okay, but if you want high mass reclaim, make only 1-3 spots, and not too much of it (like 2000 in center i.e.)

The two players with 8 mex at start position should rather have 6, and move 2 more towards the center and make them contestable by both teams. Unless you want the map to go to t3 stage faster (but there will be already almost no t1 and t2 stage, mostly due to size, you can combat this, but it is not easy)

If you can, do something with props/decals/textures to make it easily visible where there are passages in the mountains.
gg no re

ohh! what a pretty shining link! https://www.youtube.com/c/Zockyzock
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