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New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 03:55
by Ben
Update!

The rears of players' bases are now much more open; and thus, easier to breach. Hopefully, this should alleviate camping issues to some extent. For now, I'll provide just the map for feedback purposes.

Here is an updated screenshot:
Image


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Greetings fellow KaM enthusiasts! Despite my past maps' lack of success, I have continued my passion for map-making. I have made a new one by the name of Clavicus Valley. It is based off of mission 13 in my campaign "For King and Country."

Like many other of my maps, Clavicus Valley includes a special theme that dramatically changes the way the game is played. Unlike in most map where your enemy is distant or at least further away from you than your allies, in Clavicus Valley, your opponent is knocking on your door--and you can't do anything about it until PT is over. Due to limitations in terrain, roads cannot pass through the narrow passages that connect you and your enemy, but soldiers can. Therefore, a strong defense is needed or your enemy will easily be able to pour soldiers into your base.

As I said before, the passages connecting you and your opponents are very narrow, so they shouldn't be hard to defend. This may seem like it will lead to camping, but another look at your base provides a reality to your vulnerability: there are many other passages leading into the outer-rim of the map (i.e., outside the valley). Like the passages connecting you and you opponents, the narrows leading outside the valley cannot have roads passing through them. Therefore, the outer-rim of the map should become an open wilderness where battles will be fought as your enemy tries to find a weakness in your defense.


The map is played left vs. right (i.e., 1+2+3 vs. 4+5+6). I'd like it to be tested before I give a public link, so I'll post a download later. For now, your thoughts and questions are welcome.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 09:21
by FeyBart
Won't there be the problem that the enemy can spam towers literally in your base? Maybe you can disable towers until the end of PT, by scripting?

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 09:43
by Krom
That could be a problem indeed, less-honorable enemies will have a temptation to place house plans at each others sides of bridges. Even if that's not towers.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 10:31
by Da Revolution
Make the bridges unbuildable?

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 10:55
by Krom
You still can place house plans and spam enemies territory even with unbuildable bridges workers will go to enemies side to dig houseplans. Blocking towers till PT wont change anything. Territory can be spammed with any housetype and Towers can be complete only when connected with road on your territory ;)

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 11:20
by FeyBart
You could simply disable the bridges for walking? Can't you do that with scripting?

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 11:27
by Krom
What is the use of a bridge that can't be walked on? )))

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 11:35
by Da Revolution
You still can place house plans and spam enemies territory even with unbuildable bridges workers will go to enemies side to dig houseplans. Blocking towers till PT wont change anything. Territory can be spammed with any housetype and Towers can be complete only when connected with road on your territory ;)
Thats also possible with enemies further away.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 11:58
by Krom
Of course, but the farther enemies are, the more effort and time it takes to spoil their game ;)

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 12:28
by Lewin
If you can't build roads or houses on the bridge (which is possible using the correct tile) and the bridge is long enough that you can't see far enough across it to start building on the other side, then it won't be a problem. Although buildings reveal the map much further than units, so if you placed a tower on your side of the bridge you could see to the other. Hmmm....

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 13:00
by Jeronimo
Reubicate storehouses 2,3 (20 tiles) towards left... and 5,6 (20 tiles) towards right.
20 tiles is an aproximation, you handle the distances.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 15:39
by Ben
Okay, I understand that the description was very long, so I understand if people didn't feel like reading it, but I already addressed the problem of actually building in other people's bases (the bridges are unbuildable). Yes, people can place blueprints in your village if they place towers along the river, but this is already somewhat possible in other maps; it's just easier here.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 16:34
by FeyBart
What is the use of a bridge that can't be walked on? )))
I mean until peace time is over. I should have been more clear.
Okay, I understand that the description was very long, so I understand if people didn't feel like reading it, but I already addressed the problem of actually building in other people's bases (the bridges are unbuildable). Yes, people can place blueprints in your village if they place towers along the river, but this is already somewhat possible in other maps; it's just easier here.
I scanned the text. I must have read past it. But I don't think that this really fixes the problem. It makes it lots easier to do so, as you can now immediately see most of the enemy village, while you'd normally have to go through tedious exploring with builders, which troubles it lots. By the time you'd reach the enemies village, he's probably built about five buildings already, and people need their builders.

Re: New Map - Clavicus Valley

PostPosted: 07 Mar 2013, 19:19
by Krom
Looking forward to trying it out with AI players, to see how they will build )

Re: New Map - Clavicus Valley

PostPosted: 08 Mar 2013, 00:53
by Debaron
Cool idea! I'd love to try this map out sometime.