User:E7th04sh/Creating Multiplayer Maps/Chapter 1: Eye of Onis

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Revision as of 11:03, 16 December 2008 by E7th04sh (talk | contribs) (New page: In the first chapter of my tutorial i would like to describe a process of creation of map Eye of Onis. == Concept == The first thing you need to have is an idea of map. I really enjoy com...)
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In the first chapter of my tutorial i would like to describe a process of creation of map Eye of Onis.

Concept

The first thing you need to have is an idea of map. I really enjoy common duel map Den of Onis. I decided my first few maps will be fast duel maps, split into main battling area and wings for scouts.

It's pretty east to win typical Den of Onis match on MP simply letting enemy perform an attack on well covered positions. This is however boring and requires less thinking. On the other hand crushing the enemy on his retreat, blocking his routes with backstabbing scouts, it's a big temptation, so i like to try and win games this way.

To give my new map some zest, and discourage defensive tactics, i placed most far-away village almost in the center. Let's theoretize on possible results of this decision. These days i play undead, and if i place my defence line in Den of Onis by evenly spreading my forces covering a line linking two villages, or possible put some units a bit farther toward the enemy, if he attacks he is highly disadvantaged, and even good time of day does not counter this:

  • my freshly recruited units are ready to attack with a delay of 1-2 turns
  • i have advantage of terrain with either one hex of exception, or none if i push some units a bit farther.
  • i have 2 nearby villages and 3 others 1 turn away, which i can even use in defence, while enemy has to remove units from combat in order to heal.

Thus in most cases i heavily wound and kill enough units to have overwhelming advantage; unless of course enemy is either better in micromanagement, or uses some tricks to force me into attack.

Now, if there is less defensible village closer to the middle of the map, defending player has less time to establish good defence lines there. Additional turn of delay in recruitments causes them to be much less flexible - i can't wait to see enemy forces, i must pick more versatile units what means my recruits won't be perfect. And attacking enemy has of course his own keep closer, and a village for healing near.

In progress The other major difference between Den and Eye is a lake in the middle of the map.