3rd map coming up
No teasers, but I’ll tell you that the name is Hylia and the inspiration is a “2-player Turtle Rock”, and that the tileset is Sunken Ruins.
Upon completion, I’m going to take a long, long break from mapmaking.
No teasers, but I’ll tell you that the name is Hylia and the inspiration is a “2-player Turtle Rock”, and that the tileset is Sunken Ruins.
Upon completion, I’m going to take a long, long break from mapmaking.
so we ended up moving the merc. camp to where the main green camp is, to fill the large empty space between spawn and natural expo. this also creates an interesting merc. rush dynamic not found in other maps.
moved natural expo closer to spawn. the green next to tavern seems really close to the orange camp, but I’ll leave it for now.
I’m going to be collaborating with Brooklyn on a map. here’s the working blueprint I just came up with. I just fear it’s going to be a flop gameplay-wise..
already see a problem. there’s no space between y and g for a path.. that’s easy to fix though.
I need to think really hard about the gameplay now before continuing.
why don’t we make this a case study. here’s the second sketch i showed brooklyn
now let’s draw circles on what we have so far

all the expo gold mines seem a little lonely. our spawn location also is kind of lonely.. ideally we have a little more possibility for the early game, but that’s not an easy fix at this point. the east/west expo mines aren’t intended to be natural expansions, so we could just make them more difficult and that would be fine. let’s see if we can make a couple corrections and call it a night.
so 1) we moved the g’s we already had out of the way and 2) we added another g. we probably needed another green camp on the map, and this seems like a terrific spot. by the way, ‘y’ may be a green camp too. I also don’t like how y is in the spawn-natural path, so I may push the y’s into the center, but that’s something I won’t be able to decide until I start working in World Editor.
Good night!
I have an idea for a map, but I don’t have time to make it myself. if there’s anyone who wants to make a map, but doesn’t have an idea, let me know, and I can walk you through it. Ofc I’m no expert, and my terraining sucks shit, but :D
I’m very happy with the way Furbolg Mountain turned out, and I have (and always had) more important things to do, so I won’t be making a second one any time soon. Instead I’ll just actively promote FM and try to get it played.
and besides, I don’t have anything new to say right now anyway. I think I created something different with FM, which is cool.
so all that being said, if anyone has any questions about my thoughts, or the map-making process, please leave a comment, or I guess this matter is closed! I started sketching on the 3rd, world editing the 4th, and working non-stop, pretty much finished the 7th! There could be balance changes, but I doubt it. There probably will be cosmetic changes.. if it were only up to me, I’d have everything in snow.. but _i_the people who know_i_ are insistent.
I changed layout a bit, and I may change it further. It’s actual not simple to balance a four player map for solo, and I may remove stuff and make a two player version later on. I’m going to continue as is and see how it goes.
Won’t be posting updates every step along the way as I figure it’ll be changing a lot constantly. I’ll create a thread on WCR to discuss it though.
Here’s a circle analysis I did of my first draft. Tomorrow I’m going to add creeps and do some creeping to check the distances. I hope I won’t have to start from scratch… cross your fingers.
My circles gave me confirmation that my camps were probably not close enough, relatively. I also don’t have enough camps, compared with TM and TR, but I don’t have an easy fix for that, so I’m going to make the green camp harder and see how that works out.
okay I had to move some things around, but I think I have a camp layout ready and can begin work in World Editor.
X = spawn, G = gold mine, M = mercenaries, S = shop, T = tavern, g = green camp, y = orange camp, L = labratory, F = fountain
After all the analysis, I don’t think my own map passes the test :DDDD Maybe I’ll move orange camp closer to laboratory, that should be an easy fix later on if needed.




