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Re: The Final Frontier 8p

PostPosted: 06 Feb 2013, 13:33
by Leeuwgie
Even on some original maps you can see water running upwards on the edges, which looks unnatural imo, so I'm always cautious with elevating water. Anyway I've made a small update for this map. Fixed some small elevation problems.

http://www.mediafire.com/?wtrsp6kd7ksphpk

Re: The Final Frontier 8p

PostPosted: 23 Feb 2013, 02:44
by Ben
To, your maps are definitely the most fun to play. This map is almost perfect really. Combined with Back to the Desert, at the moment, I am very content: No other 8p maps are needed :)

Re: The Final Frontier 8p

PostPosted: 28 Mar 2013, 11:45
by Leeuwgie
Thanks Ben. I have here another update for this map. Removed some 'hidden' objects for all you bridge blockers and fixed some more elevation problems for loc 6 and 2: http://www.mediafire.com/?f2i48esz8x1a34q

Have a nice day,
To

Re: The Final Frontier 8p

PostPosted: 04 Apr 2013, 23:46
by Lewin
I've added this map to the Remake.

Re: The Final Frontier 8p

PostPosted: 05 Apr 2013, 00:31
by Ben
Best addition yet! :D

Re: The Final Frontier 8p

PostPosted: 25 Sep 2014, 03:09
by Leeuwgie
After being played for almost 2 years I've decided it was time for an update for this map. The looks are redone for the whole map (they were heavely outdated IMO) and there are some balance updates as well. Some small, some big. The gameplay itself has not been touched since it was already pretty succesful. I received a couple of requests to rebalance loc 5 so I created new stone for this loc. It also has acces to fish now. Another problem for 5 was that it was a bit too hard to defend, this should be fixed now. While I remade 5 I decided to also restore loc 1 to what it should be when I made this map (it has now 3 different ways to get to your gold and the possibility to go for faster iron if you place your stonemasons to the left). Loc 3 needed some changes too, since efficiency (and as a result pt army) was most of the time less good than for players on mirror loc 6. All other changes are pretty small and will be explained below.

Overview of the old map and the new one:
TFFwholeoldandnewsmall.jpg
Loc 1 changes:
- gold easier to acces
- iron a little closer
- good acces to 2nd stone
- 4th ironmine possible
- more coal near gold
- little easier to defend the bridge
- 5 builders/5 serfs
loc1j.jpg
Loc 2 changes:
- little less space
- gold little further away
- iron closer
- 6 ironmines available total
- ironmine unlocked from start
- 3 builders/3 serfs
loc2j.jpg
Loc 3 changes:
- main farmland to the north
- closer to gold
- goldmine unlocked from start
- fish no longer in 1 place
- 4 builders/ 4 serfs
loc3j.jpg
Loc 4 changes:
- better acces to coal near iron
- little easier to defend the bridge
- 4th ironmine possible
- 5 builders/ 5 serfs
loc4j.jpg
Loc 5 changes:
- new stone
- iron little closer
- coal in front of iron
- fish in reach
- easier to defend bridge
- harder to defend bottom
- gold little closer
- 5 builders/ 5 serfs
loc5j.jpg
Loc 6 changes:
- gold closer
- goldmine unlocked
- iron little closer
- additional goldmine possible to the west
- harder to defend top
- 4 builders/ 4 serfs
loc6j.jpg
Loc 7 changes:
- iron closer
- ironmine unlocked
- up to 6 ironmines possible
- gold no longer near iron
- less space for farms
- more starting trees
- little easier to defend top
- 3 builders/ 3 serfs
loc7j.jpg
Loc 8 changes:
- less starting trees
- little easier to defend bridge
- 4th ironmine possible
- 5 builders/ 5 serfs
loc8j.jpg
Someone suggested to make the middle entrance to loc 2 a little wider, this has been fixed (not visible on the screens). More suggestionss are always welcome. Last but not least, this map has a new story, thanks Ben.

Have a nice day,
To
The final Frontier.rar

Re: The Final Frontier 8p

PostPosted: 25 Sep 2014, 12:47
by Kamykos
Wow, great work. It looks like new, better map now. I'm curious how this changes with ironmines will work. :P And in my opinion entrance to location 7 is a bit too wide (under the iron). I remember that it was hard for me to make towers there on time and to defend here (but I am noob so I guess it can stay like it is ;D).

Re: The Final Frontier 8p

PostPosted: 25 Sep 2014, 12:49
by Ben
In my opinion, the problem is that location 2 has a very easy time walling up; whereas location 7 has it a bit harder. Right now, I think location 2 is a bit too hard to attack...

Re: The Final Frontier 8p

PostPosted: 25 Sep 2014, 19:37
by thunder
Finally fixed loc 5.if i should to do something on tff then i just would touch that. Unfortunately i dont have lot experience with tff but agree with lot balance issue. I agree with some objects like waterfalls and some pluss mountain.but i think to you overused the elevation tool. Some of your mountains are looking out like as rezonating or boiling water in a cup. Personally i dont like them. Some of the stone hills have elevation mistake. Personally a think to the crystallyn falls kind of hills are your best or could be fit to this map.
Basicly tff had lots of "untouched"or less detailed part,but was fine for the eyes. I recolored some of your hills with snow and ice and i got Jero's ice spike style from Megamap project 2.
I really like the narrow hilly part on north at loc1-5 with waterfalls, but for example loc6-7ironhills are just too much.
About the balance: good to see the changes!
Bests!

Re: The Final Frontier 8p

PostPosted: 30 Sep 2014, 01:27
by Leeuwgie
Thanks for the feedback guys :) I received more than enough, mainly on TS. After some testgames I decided to change the gameplay a bit for loc 2 and 7, the smaller stone in the center nerfed the locs too much so I relocated it somewhere else. I hope those locs will now be slightly less overpowered than the old version but better than the previous one. I also moved the nearest iron for loc 6 some more tiles away from the starting location and removed some trees there (to mirror loc 3 better). Thanks to Thunder for finding some flaws in stonemountains, this is fixed now :)