
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Lol... I like having my computer's files well organized, and having to load all the multiplayer maps gets on my nerves when I'm using a slow computer. Therefore, I made a separate folder called "The Land of Misfit Maps" (which is a reference to a childrens' movie) where I store all the maps that most players don't seem to play. If ever I'm in a situation where I'm in a room where one of those maps are being played, I simply replace them.
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
You'll be pleased to know map scanning is MUCH faster in the next release, especially after the first time. For me the entire MP maps list loads in about 1 second.Lol... I like having my computer's files well organized, and having to load all the multiplayer maps gets on my nerves when I'm using a slow computer. Therefore, I made a separate folder called "The Land of Misfit Maps" (which is a reference to a childrens' movie) where I store all the maps that most players don't seem to play. If ever I'm in a situation where I'm in a room where one of those maps are being played, I simply replace them.
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Hey Paker&Team!
Last time when i played on this loc my stonemason just gave up his jobs (he enjoyed the panorama), so i had to build more Stms... and i didnt have stored stones...that stonehill has some problems...
On the pictures you see only 5stonemasons but left side were another 3 what didnt work a lot...It was 4001 but how i see the map didnt changed...
Bye!
t
PS: sorry for the late report, but i found the pic now.
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Sword Fighter
Posts: 254
Joined: 01 May 2012, 15:04
Website: http://www.youtube.com/user/krzysiek000
Location: Poland
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Alright, Parker, this has been bothering me immensely for a while now, so I think that it is time that I review your map, "The Same Rocks." Understand that I mean to help, not offend, so please excuse me if I sound harsh.
TSR is terribly-- and I mean terribly-- unbalanced.
Alright, Parker, this has been bothering me immensely for a while now, so I think that it is time that I review your map, "The Same Rocks." Understand that I mean to help, not offend, so please excuse me if I sound harsh.
TSR is terribly-- and I mean terribly-- unbalanced. Normally, I would just let this go, but because of how popular the map is, I think that it is important that it should be balanced. I will start with this problem 2060 fish. Fish is already a somewhat unbalanced way to get food in the Remake, and with so much on the map, players could easily spam fisherman huts and do all sorts of abuse. The marketplace would be unbeatable on the balance testing release, but even in the public release, fish can easily be abused in the marketplace. This insane fish brings up another problem: players need to get this fish in order to compete on this map; however, poor player 1 has a much longer distance to the fish than 8, the supposed mirror of 1. By the time 1 get's to his fish, many advantages of fish spam will already be nerfed and 1 will have already made fish production.
My next point: Sorehouse placement. The only location with a well-palaced storehouse is location 8 (maybe 7). Every other location has the storehouse cramed against a mountain or something. Some are better than others, but the worst is probably location 1 (which again just fails miserably to location 8).
Also, there is no clear who owns what respective resources. It's like you just tossed a bunch of resources around without actually caring who they were suppsoed to belong to. This is especially true with coal and gold.
Some locations are also just downright terrible in comparison to the others. I've already covered locations 1 and 8, but location 7 is very close to wood, stone, fish, gold, and iron. In other words: every primary resource. He also has a nicely placed storehouse in comparison to other locations.
Also, there are no defined borders between teams. This causes terrible tower wars, players spamming in the other's bases before PT is over, and people raging and quitting. Either make the players more distant, or use a terrain that is walkable, but not buildable to separate the teams.
The most shameful mistake is probably that of location 3: he has 50 starting gold-chests, while 4-7 have 60 (-10).
Please, PLEASE fix this map for the good of the Public release. I never play here, so this isn't about me: it's about having presentable maps being played in KaM.
I hope that you can balance this. If you need further help, try asking To (or Leeuwgie as he is known as on the forum) for assistance. He is the best at making balanced multiplayer maps.
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Its still better to make ugly and balanced maps then ugly and not balanced maps.
Of course, but I don't understand why you are saying this.
Its still better to make ugly and balanced maps then ugly and not balanced maps.
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