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[YR] Conquest of Paradise (2-6)
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon May 04, 2015 11:23 am    Post subject:  [YR] Conquest of Paradise (2-6) Reply with quote  Mark this post and the followings unread

Another new map. An asymmetrical island map that expands to include the left and right sections after 15 minutes.

In the beginning players start on their small islands with limited finite resources and must expand to the central island. After a while the map opens up to reveal these two new areas to fight over, for additional resources and tech structures.

(Click for full megamap 3MB)



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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon May 04, 2015 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice! Very Happy

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 04, 2015 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice, even tho I'm not a fan of changing mapsize during gameplay.

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Mon May 04, 2015 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really nice.Thanks sir.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 04, 2015 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

that expanding map concept seems familiar Smile

Map layout looks ok though i don't like the unnatural straight shores and 90° shore corners which give them a jagged look.
The islands following rigid the planned map layout is also not my taste. A lot more randomness in the shore line could really improve this imo. Like adding a half island on one place and adding a small bay at another. So land mass stays the same but island shape isn't like a ruler painted fixed border.

Some slopes and not only flat terrain would surely help too. Of course on places where it doesn't hurts base building.

OmegaBolt wrote:
An asymmetrical island map

I wouldn't call this an asymmetric map when it can be north/south mirrored. Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon May 04, 2015 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
that expanding map concept seems familiar Smile
I know you did one but there is also a vanilla YR map that does it. #Tongue  MadHQ made one or two as well.

Lin Kuei Ominae wrote:
Map layout looks ok though i don't like the unnatural straight shores and 90° shore corners which give them a jagged look.
The islands following rigid the planned map layout is also not my taste. A lot more randomness in the shore line could really improve this imo. Like adding a half island on one place and adding a small bay at another. So land mass stays the same but island shape isn't like a ruler painted fixed border.
TBH a big part of me is totally bored of trying to make naturalistic maps. I much more enjoy just painting areas for gameplay and then adding the detail that hopefully makes it look interesting and less repetitive ingame, while still being kind of repetitive in a gameplay sense (which I think is a good thing). Fair maps with fun ideas I think are ultimately far more enjoyable than great looking maps that lack gameplay coherence, which a lot of maps do IMO.

So yeah, of course it looks very unrealistic but at this point in time I'd rather just make maps for gameplay and TBH I also think the maps I'm making now are far more fun than anything I made when I was thinking first about organic looking terrain. I used to be terrified of repetitive cliffs for instance, now I just repeat 5 & 6 cliff corners all day erry day. It's also more productive, I did this map in a day.

Lin Kuei Ominae wrote:
I wouldn't call this an asymmetric map when it can be north/south mirrored. Wink
True. Call it insurance against claims of imbalance. #Tongue

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Mon May 04, 2015 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I now really want to make a new map!
Good job Omega.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 04, 2015 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
there is also a vanilla YR map that does it.

A multiplayer map? Singleplayer are pretty common, though i didn't know MP maps used this logic too.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon May 04, 2015 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
A multiplayer map? Singleplayer are pretty common, though i didn't know MP maps used this logic too.


Sink or Swim (2-4) has this logic for example.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 04, 2015 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

OTOH Sink or Swim was only released after the game. It's quite easy for LKO not even knowing the map (it's also among the lamest maps of YR if you ask me).

OTOH MadHQ's Harvesting Problems certainly predate LKO's DTA maps tho and it was even featured in a PPM map competition. #Tongue

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=======================
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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon May 04, 2015 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The "unrealisticness" is not that bad, really. The shore tiles have a very square look anyway.

In my opinion it looks like a very fun map, good job.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon May 04, 2015 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice, I haven't seen these kinds of maps since the time of the old Age of Empires, which had a few assymetrical maps like yours, like one where every player starts in a remote island and must sail away into a continent. Or other where one player had a well fortified but Isolated base, and the other player had many resources to exploit, but no installations to start.

Would be fun to see more maps like this, I'm going to test this one my free time, good job.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 04, 2015 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a shame AI handles naval combat in YR so badly but otherwise this is a great little map from a human vs human perspective.

I see a lot of interesting strategies in this map and it's got a balance between being fun to play online and not just a line of rocks.

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