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Re: Feedback for Map Contest Maps You guys can upload my map, so far I think Iīve done a good job at balancing the map, after all Iīve been playing FFA in FML for a little bit more than a year by now and I think I have sufficient knowledge to make balanced maps. However, this doesnīt mean that my map is as balanced and well built as some of the classics, such as Twilight or Market, but I like to think it has some resemblance.

Some of the things that Iīve noticed so far are the following, and I donīt know yet if they really need fixing since itīs too early to tell but maybe with your feedback, positive or negative, we can make our maps better.

Equalrium:

Regarding the creep camps

- As you may have noticed this map has a lot of creeps, some of them are orange camps, few of them are green camps, and most of them are red camps.

- The items found in all of these camps are balanced in terms of the reward you get by creeping, specially the red camps that have very good items and also provide good experience.

- There is no market place for imba items, this means that creeping is an important factor to consider and since there are lots of creeps you will have as many good items as you could have in Twilight Ruins or Market Square.

- Although the red camps provide good experience and good items, they are quite strong so itīs up to the players to decide if they want to break 50 to creep more efficiently or struggle at the red camps and risk losing their heroes/units or get caught by other players by just creeping at 50.

- The four red turtles at corners drop infernal, doom guard, scroll of resurrection, ... etc.
- The four revenants at the expansions drop blink dagger, orb of frost, ring +5, claws +15 I believe, etc.
- The two four red camps at 12, 3, 6, and 9 oh clock drop amulet of spell shield, greater pendant of mana, staff of silence, ...., etc.
- The two red camps at mid drop crown of kings, mask of death and tome of power.
- The other four red camps right behind the middle expansions, the ones with water elementals drop book of necromancer, stone of health/mana, and healing ward.

Regarding the number of gold mines

- Although at first glance it may seem that there are way too many gold mines, you should look carefully at the amount of gold each one has.

- Market Square and Twilight ruins both have 16 gold mines each, and the amount of gold in each gold mine is between 15k and 17.5k.

- Adding up all of the gold in each of the maps mentioned above gives a total of 264k gold or 260k gold respectively or vice versa.

- Equalrium has 28 gold mines but the amount of gold in each expansion is very little compared to the classic maps; for instance, your natural expo only has 8k gold; the expos at the middle have 8k and 10k gold depending on the creeps levels that guard them, red camps guard the 10k gold mine and the orange ones the 8k gold mine; lastly the corners do have 10k gold since they are guarded by the red turtle.

- Adding up all of the gold in Equalrium comes up to be 276k gold so the difference is really not that much, especially when you consider the gold you spend to build several expansions rather than just few like the other classic maps; in other words, it would probably come to be close to the amount of gold in total to the classic maps.

Regarding the Goblin Lab and Market

- If youīve noticed the map only has two goblin labs and two goblin markets. I made it this way so that not everyone gets an early shredder and goes autopilot mode; in other words, players will have to adapt their strategies in the game rather than going with a specific plan " Oh, Iīm gonna get a shredder at this time, Iīll send it to the mid expo, then Iīll send it to another expo and then I wonīt have lumber issues".

- Since there are only two goblin labs, it may seem "unfair or imbalanced" to those who spawn closest to the goblin lab. Although this may be true, the map has plenty of wood, Iīd say more wood than Market Square, so you should be able to harvest similar amounts. Yes I know that early shredder is better, but maybe you as an adaptive and experienced FML player will know how to flourish from a position of weakness.

- Now, one last thing on the shredder dilema. Personally I would rather leave it as it is, since it adds a bit of a luck factor into the game and tips the scale in favor of some players just by a small margin. However the main reason for why I chose two goblin labs and markets was the way it looked. Yes to me design is everything so in other words, I donīt care if itīs 100% balanced, where everyone gets a shredder and hoards happily for 30 mins. I care how the map looks and to me it looks better this way than having 4 goblin labs and 4 goblin markets.

- Letīs take a look at two examples of this, Silverpine and Andorthal, both of these maps are for 6 way but only have two goblin labs that favor positions very heavily; however, getting an early shredder doesnt mean autowin, sometimes itīs risky since people will try to kill ur shredder so something similar could happen in my map.

Regarding the Distance Travelled

- The map is 168x168 so itīs pretty big, this means that you can have an easy time for rebuild, specially because of the large amount of gold mines, you can always recover from an early push. I think players who will excell on this map could be Gradient, J33 and maybe some other scrub who canīt micro for shit but can play deadcard for 2 hours before finishing you off with mass chippos.

Regarding the Choke points

- This map has some good choke points that heavily favor Night elfs and undeads too. These choke points are most notably in the middle expansions and the corner expansions right on the bridges.

- I think Humans have a disadvantage here more than any other race since we rely more on tanks to fight air, and tanks are slow and terrible at narrow spaces. Orcs will most likely have an upperhand over humans since all they need really is just mass bats and few casters, since heroes are a joke and can solo anything. But I think when I created this map, I gave the edge to ne and und air units since they are always crying about being the weakest race in the game, but fail to acknowledge that they have probably won most FML championships.

Anyways these are all my thoughts about my map, Equalrium. I donīt know yet if Iīll be making major fixes since that would change how it looks and to me it looks great already. Neverthless, Iīd like to hear your thoughts on it, specially if youīve played it multiple times and consider some things to be just ridiciously imbalanced such as 10 chims focusing fire ur tanks at the corner expo with a POTM dropping star fall from behind so your mk canīt stun for shit making him useless, stuff like that.

January 02, 2017, 01:43:09 pm
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Re: Feedback for Map Contest Maps
1. Sending a peon to the Taven will cause him to aggro some Creeps along the way. This is spawn dependent, some spawns will aggro different creeps.

 I heard about this before, I am not a big player myself, but is it really such an important matter? Because little managment can get worker to tavern without problems (I know that in stressful macro situation it can be problem) Do you believe there is any solution, because I find it really hard to somehow implement this feature to this layout.

2. Ramps need a lot of work. They are basically straight default ramps with no smoothing done to them. This makes vision weird when approaching a ramp and going up it. Take a look at Blizzard ramps - they use the raise/lower tool to make them very smooth transitions.

 Well, I will do what I can, but when we are talking about blizzard ramps, most of the time blizzard melee maps use higher/lower tool rather than clifs/ramps. The problem with this is that while I can make the clif ramp look really smooth, the game will still register the ''blue dots'' and thus prevent vision of unit, who is on the lower level, or when it is in the ''blue dots' area'' unit can't properly see higher level nor lower level. I believe you are aware of this, just wanted to say that the wierd vision problem might be caused by this and even when the ramps will be smooth like baby bottom, the problems might appear.

(click to show/hide)
The pink hero can't see paladin up the hill, even if smoothing was perfect. There will be still line of FoW.

3. To add on to #2, the area around the spawns is very beautifully done but for some reason the middle of the map is flat and didn't receive the same treatment. Its noticeable.

Is not there a ruined city(or fortress) in the center? City should be as flat, or live in it is not convenient. I donīt understand why the fortress is in the valley, but it explains why it was destroyed. :icon_biggrin:

 Yup, I generally left village untouched. I did some higher/lower with trees areas near bandits but I believe that cities/villages shoul be flat. (I am glad at least someone understod my intensions  :icon_biggrin: )

January 05, 2017, 06:08:36 am
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Re: Build A World Map Making Contest! (4)AltaiMountains  v.1.00
January 05, 2017, 10:31:53 am
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Re: M51 Result The most important point is that cumulo's unpause did not have any effect on the game. I believe it is important that admins can "forgive" players in some cases like this where the rules are not updated and the violation did not really have any effect on the game. A minor incident that is only worsened by the fact that Cumulo has done the same thing in the past.

Of course unpausing is not acceptable and should be prevented in any case, but sometimes it should actually be acceptable to do so. Say if Eshan paused and started manipulating to save himself. Then it would from my point of view be legitimate to unpause for Cumulo. However, Cumulo's actions cannot be defended on these grounds here since Eshan had not even started to chat or manip. So there is really no defending this.

If Cumulo's unpausing had an effect on the game, like causing Eshan to lose or something along these lines, it would be legitimate to ruin his semi final chances. But in this case I think we should allow him the chance to advance and move on to think about how we can prevent "abuse" in the future.



January 09, 2017, 01:01:19 pm
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Re: M51 Result The previous match where Cumulo unpaused was completely different circumstances. That time, he was the one who paused, so he wasn't denying someone else their pause. He also had no way of knowing that Wreck and myself were in the middle of a battle. Yes, it was careless but admins determined that there was no intention of abuse. He also received a warning. Also rule 3.40c did not exist at the time so there was no explicit violation of the rules.

This time, Cumulo was unpausing (multiple times) for Eshan's pause, clearly with antagonistic intent as he was flaming Eshan at the same time. Whether this was in reaction to reading "pliss" or "piss" is a moot point.

Of course unpausing is not acceptable and should be prevented in any case, but sometimes it should actually be acceptable to do so. Say if Eshan paused and started manipulating to save himself. Then it would from my point of view be legitimate to unpause for Cumulo. However, Cumulo's actions cannot be defended on these grounds here since Eshan had not even started to chat or manip. So there is really no defending this.

With the new rules in place, players should never unpause for another player unless that player has been away for longer than 10 minutes, regardless of the circumstances. If you believe that the pause was intended as abuse, for example if the player paused during the middle of a fight that they themselves are fighting, and without valid reason, then you can report that instance to admins after the game and admins will make the call if a penalty is warranted.

Edit: regarding the amount of points deducted, in this case it puts Cumulo at risk of elimination.

January 09, 2017, 03:18:46 pm
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Re: Build A World Map Making Contest! Hello, I'm a mapmaker from THW, here is my entry.

http://www.hiveworkshop.com/threads/cozy-sands-v1-0.291210/

January 10, 2017, 02:03:55 pm
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Re: M50 Result
January 12, 2017, 04:45:16 pm
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Re: Build A World Map Making Contest! This is a rough draft of my map.
I am going to further polish it if it is judged as eligible.


January 14, 2017, 05:28:49 pm
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Re: M54 Result I would like to point out that I copied mog's betting (that was correct) and then he changed it! (to something wrong)

in other words... SUCK IT MOG!

January 15, 2017, 10:17:40 am
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Re: M54 Result gg, wp, very close game till the end. SteppingRazor seems to have improved from previous seasons  :icon_surprised:
January 15, 2017, 10:31:14 am
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