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    please post any unit or map you have genorated or thought of on this strand

     

    2007-07-21 15:34:23.0

    unit ideas 1

    2007-07-21 16:13:10.0

    nice Weewarrior.

     Ok here is my ideas. Granted I had sketched them out earlier in the week and had stats already made before weewarrior came out with his. The only difference I did was I try to make balanced units and not super ones.XP Also, I've only drew out two and need to draw the other ones, but their stats are listed.

     Sniper

    Movement: 1-2

    Attack: 6 (Troopers)  0(Vehicles)

    2007-07-21 20:41:01.0

    Defense: 3

    Range: 2-3 (I thought of doing 1-3, but I felt the current zoc would make them to powerful. I would like these guys to have no ZOC. Since they hide like subs.)

    Repair: 1/turn

    Cost: 150

     

    2007-07-21 20:42:43.0

     

    Light Hover Tank 

    Movement: 1-3

    Attack: 1(Troopers)  4(Vehicles) 6(Aircraft)  3(Naval)

    Defense: 2

    Range:1-2

    Repair: 1/turn

    Cost:350/400

     

     

    2007-07-21 20:46:00.0

    Gunship (Heavy Helicopter)

     Movement: 1-4

    Attack: 5(Troopers)  4(Vehicles) 0(Aircraft)  4(Naval)

    Defense: 3

    Range:1-2

    Repair: 1/turn

    Cost: 1000

    2007-07-21 20:51:40.0

    Amphibious APC

    Movement: 1-5(land) 1-3(water)

    Attack: 2(Troopers)  0(Vehicles) 0(Aircraft)  0(Naval)

    Defense:4

    Range:1

    Repair: 2/turn

    Cost: 400

    Special:  Can carry 1-3 Troopers. Must forgo movement turn in order for trooper embark/disembark to occur.

     

    2007-07-21 20:57:50.0

    +1 for sniper.

    Though I suggest the attack on vehicles be at least 1, able to move+attack like the asault artillery, and the range cut down to just 2-2. And maybe even put the cost to 175c or 200c.

    I really like the idea of new infantry units. I suggested adding new infantry units in a previous thread and I'm glad people are picking up on that idea. Latest patch added several new mechanical units but zero infantry units. Currently the only purpose someone would make infantry is to capture a base or abuse the ZoC system by using cheap 75c units to block entire armies' attacks or if the map has a lot of mountains/forests.

    2007-07-21 21:28:33.0

    I really like the sniper. We need that unit the most.:)

    2007-07-22 05:23:14.0

    Dunno, if such a unit would be supposed to have 0 attack against mechanized, It would be able to kill infantry only. It just doesn't make much sense. Snipers should be also able to take down a few more riders, their defence should be also higher as they are supposed to be hard to find I guess, not to mention the fact, that they should be almost invisible in the mountains lol. 

    2007-07-22 07:09:45.0

    On my next post I was going to talk about terrain. For defense, a sniper needs to use the terrain. Forest provides +4, mnts provide +5, swamps provide+4. I though if they could also hit mechanized it might make them too powerful. So probably just giving them a 1or 2 attack will work.

    2007-07-22 07:34:05.0

    All the mechanized, not, raiders, yes. What the raider is? It's light armoured vechicle with driver and gunman in it, probably the window isn't even bulletproof, because raider is cheap as a hell. Then again they would be so powerfull, or even more, than h.troopers once were...

    2007-07-22 11:59:31.0

    Perhaps changing the armor system instead of Infantry or Vehicle armor types.

    I suggest changing armor system to follow something like this

    Armor types: Light / Medium / Heavy

    Light armor: armor of 1, 2 and 3

    Medium armor: armor of 4 and 5

    Heavy armor: armor of 6, 7 and 8 

    2007-07-22 15:19:51.0

    More Troopers for moJoe.  I'll have pics up later tonight.

    Heavy Gunner (Think Jesse Ventura from predator)

    Movement: 1-2

    Attack: 4 (Trooper) 3(Mechanized) 0(air) 0(Naval)

    Defense: 3

    Range: 1

    Repair: 1/turn

    Cost: 200

    Special: Move + Attack Twice 

    2007-07-22 15:35:42.0

    Combat Medic

     Movement: 1-3

    Attack: 2 (Trooper) 0(Mechanized) 0(air) 0(Naval)

    Defense:2

    Range: 1

    Repair: 1/turn

    Cost:150

    Special: Move+Attack or Move+Repair one adjacent trooper. Trooper Repair = 5/turn

     

    2007-07-22 15:40:05.0

    That heavy gunner with the ability to attack twice will kill itself very fast hehe.

    2007-07-22 19:48:35.0

    As I mentioned in a different post  creating SEALs would be a great defense against ships. I'd love to hear feedback on this though I have no way of doing anything about it except making the recommendation.

    SEAL Troopers:

    Movement: 1-4

    Attack: 4(Troopers)  2(Vehicles) 0(Aircraft)  5(Naval)

    Defense: 4

    Range: 1-2

    Repair: 1/turnCost: 150 (if the heavy toopers drop their cost to 100, otherwise, SEALs would cost 200).

     ---

    SEALs should look like light infantry, be black or blue in color, have yellow scuba tanks on their backs, and have limited sniper-type firepower. These little guys would be sweet!

    2007-07-22 20:56:11.0

    Cooooooool!

    2007-07-22 21:12:27.0

    So here is my suggested new terrain tiles.

    Road

    Movement: +1 to all mechanized   

    Defense: Troopers get  -1 to defense since they are in the open.

     

    Rock 

    Movement: -1 Trooper, -1 Hover and Wheeled, 0 (Track)

    Defense: +1 Trooper

    ( I don't think there is a current system in place to distinguished wheel type other then mechanized vs hover, but it would be cool if you could break down mechanized into wheeled and tracked types)

     

    Bridge: Neutral tile on map that allows movement of all types of units. This will help with water based maps where all ground units are stuck on islands.

    2007-07-22 21:19:41.0

    Here's a quick sketch I did for my SEAL idea:

    SEAL_Trooper

    2007-07-22 21:38:38.0

    that picture kinda reminds me of a flame thrower trooper

    2007-07-22 21:41:54.0

    Yeah, the gun is too big ... do you think flippers help?

    2007-07-22 21:43:12.0

    I though about a flamethrower unit, but could not find a way to make it distinct in stats from the other troopers.

    ratio: if you want I'll mock up ur seal. Also my suggestion on stats to balance out the seal. 

    Ratioswitch's SEAL trooper 

    Movement: 1-3(water) 1-2(land)

    Attack: 3(Troopers)  2(Vehicles) 0(Aircraft)  5(Naval)

    Defense: 3

    Range: 1-2(Land)/1(water)

    Repair: 1/turn

    Cost: 175

    Special: Can only be targeted by speedboats and hovercraft. No ZOC like subs. Cannot target subs. 

     

    2007-07-22 22:01:23.0

    Hey MadMike ... sure, take a crack at the seal, thanks. BTW, what is the "official" process for submitting new artwork for weewar units, terrain, and maps in general?

    I like your adjustments to the Seal's stats, but should be able to attack subs in harbors and their range on water should be greater than their range on land(1-3 maybe?). 

    2007-07-22 22:09:52.0

    There is no process, just post here on tangler. The way i figure in 1 for range in water is because SEALs are covert units and would have to sneak onto the boat to plant an explosive to damge/destory said boat. Currently, there is no mechanism for targeting subs in harbors,(try having a basic trooper attack one) until there is then sure they can be attack.

    2007-07-22 22:19:51.0

    I don't think giving the seal trooper a ranged attack is good. Here's some of my suggested stat changes.

    Movement: 1-3 (normal) on both land and water 

    Attack: 3(trooper) 1(vehicles; +5 attack bonus in the water)

    Defense: 2 (Water: +5 defense bonus)

    Range: 1-1

    Repair: 1/turn

    Cost: 125 if Heavy trooper is changed back to 100 but if Heavy trooper is still 150 then seal 175.

    Also, I think the name Seal needs to be changed. Something like Scuba Infantry. 

    2007-07-22 22:22:18.0

    Hey madmike, how about making 2 types of water tiles? One normal water and the other one is deepwater (darker in color). What it could do is function like dessert and slow down naval ships while on them and give naval units +/- stats.

    2007-07-22 22:35:14.0

    New Seal's stats, yup makes sense.

    I was also thinking that when Seals are on water they could sit in an inflatable raft with an outboard motor. When a Seal beaches his raft (on any tile adjacent to a water tile that's not a mountain) the raft would stay there (on the beach). A seal would NOT need to return to his raft before he could swim in the water again, BUT any raft left unoccupied could then be taken over by any Seal (you or your enemies). Ha, cool ... stealing rafts would be sweet!

    Seals should NOT attack from their raft, this would mean that Seals in rafts could NOT get closer to any other unit on the water than 2 or 3 hexes (whatever their attack range is). When a Seal is near a water-based vehicle's ZOC, only then can a Seal leave the raft  (the raft would be anchored???).

    You could buy Seal Troopers by themselves for $150 and rafts for $50 or a Seal in a raft for $175 ... I guess we'd need to figure out different stats for Seals on their own compared to Seals in a raft.

    This might be too much complexity for a single new unit, but if this concept plays out, it would be one fricken' cool and powerful new unit.

     I also like the deep-water tile idea there moJoe ... Seal's would not be able to enter these guys (thoughts?).

    2007-07-22 22:40:36.0

    Oh and light infantry could also use the rafts making them more valuable on the new maps ... but would need to wait a turn before traveling in them.

    Seal's however could move twice in a turn: while on land, a Seal could move to the raft, then move on water. If a Seal is already in a raft, they could move on water, then swim. 

    Nice. Good discussion here!

    2007-07-22 22:50:12.0

    I think the devs played with the idea of units that carry/combined units but that was too difficult to implement so they tossed out that idea.

    2007-07-22 23:04:10.0

    Your deep sea tile.:)

    2007-07-22 23:04:50.0

    From looking at Luckymustard's concept map for North America, Greenland, etc ... and all the talk about new tundra and ice tiles, what about snow covered tiles and Mad Max-type vehicles? They'd be fast on snow when all other vehicles either can't go on snow tiles or slow waaaaay down. These Max Max trucks could either have monster truck tires or tracks. Snow Cats would/could be very effective as possible APC's for the snow.

    I'm also thinking snow partol infantry too. I love this concept stuff!!! Can I help you guys test this stuff? 

    2007-07-23 12:34:01.0

    All the tiles i've made so far.

    2007-07-23 13:15:06.0

    I think the tiles for road and bridge should be the same. Considering a bridge is just a road over water:).

    Maybe change the graphics a little so they're a combination of the 2.

    2007-07-23 13:39:34.0

    Can you make a missle silo tile too:)?

    2007-07-23 13:51:22.0

    lol

     

    2007-07-23 14:03:53.0

    this is me being looney.:P

    2007-07-23 14:54:14.0

    Super Mario pipe and Zelda bushes!

    2007-07-23 15:21:09.0

    Good Job MoJoe. I was going to see how long someone would recognized them. lol. p.s. you're showing ur age.

    2007-07-23 16:02:46.0

    Yellow trooper says:

    "I step out of the Raider for 2-seconds ... and *POOF* I'm in fricken' China ... what the crap!" 

     

    2007-07-23 16:22:44.0

    hahahahahahah

     

    2007-07-23 16:37:16.0

    Haha. I like some of these tiles! It could add a lot of diversity to the existing maps. If only there were two or three pics for every type of terrain, it could make it look a lot better.

    2007-07-23 23:22:16.0

    hehehe

    Love your work.... All of you!

    2007-07-23 23:24:43.0

    woa... the snow tiles look fantastic madmike ^^ I hope different tiles will be available for the maps somewhen later in the developement of weewar:)

    2007-07-24 06:56:18.0

    Stats for tiles

    Deep Sea: like mountains but opposite effect. -3 movement for light surface naval units(speedboats, hovercraft), -1 movement for large surface naval units( detroyer, battleship), 0 movement to subs.

    Snow

    Trooper: -2 Movement, -2 Defense

    Mechanized: -1 Movement

     

    Ice

    Trooper: - 3 Movement, -2 Defense

    Mechanized: Off limits, They are too heavy. Maybe raiders are allow but have to drive slowly

    Tundra: Same as grass

    Snow with Trees: Same as Forest but - 1 Defense for troopers 

     

    2007-07-24 12:51:50.0

    For the ice tile stats heavy troopers could never move on them. The only units that'll be on an ice tile are regular troopers or aircrafts.

    2007-07-24 13:00:59.0

    Well they would have the same movement as in mountains. For some reason both kind of troopers can only move one tile at a time on there.

    2007-07-24 13:02:56.0

    agree with madmike here.  that would be bad to be able to create a heavy and then it can't move.  i can't think of any other situation like that in the game.

    2007-07-24 14:14:24.0

    There should be a unit creator for the best and most veteran players.

    2007-07-24 18:35:45.0

    snipers! snipers! snipers!:D

    2007-07-24 19:10:35.0

    The new the great and the posibly unbalanced ANNEX TOOOPERRRRRRR

    please tell me how this unit could be better:)   

     

    PS please exuse my spelling it is late and I am tired 

    2007-07-24 19:57:49.0

    Real sentences and punctionation in your description would be one way:)

    Seriously, please c&p your description into Tangle so everyone can search on your entry.

    2007-07-24 20:01:18.0

    interestign game play idea

    2007-07-24 20:03:24.0

    uh what is c&p i don,t know.  and  here are my turrain ideas

    2007-07-24 20:24:50.0

    Copy & paste

    As for your late night spelling ... geez it's painful . 

    2007-07-24 20:26:35.0


     

     

    The Annex Trooper has the same stats as the heavy trooper except its attack is N/A.

     

    (Power 1) The Annex Trooper can create a compound for 300 cr. and the trooper can create as many compounds as the player wishes. Compounds can be captured or attacked they can be captured by a trooper/annex trooper in 1 round. Compounds have 5 healths when attacked and the defense of a light tank. When a Compounds health drops to 0 the compound isn’t destroyed it is broken and can be restored if a trooper (from any player) gets to it in the next 2 turns otherwise the Compound disappears. Also the player commanding the compound can choose to demolish it at any point in time.

     

    (Note) you do NOT get credits from a compound and only troopers type units can bee created at the Compound

     

    (Power 2) The Annex Trooper can also create a Factory. The Factory Costs 600 credits and the troopers life. The same rules and states from the Compound apply to the Factory as well except you can create any unit except air and marine from a factory and you may only have 4 factories at once under your control.

     

     

    There done edited and evory thingXP

    2007-07-24 21:00:23.0

    oh, that is so much easier to read. Tank yoo verry uch.

    2007-07-24 21:11:18.0

    My first new terrain:

    Say hello to desert mountain. 

    2007-07-24 22:20:30.0

    Shouldn't those be plateaus?

    Weewarrior ... why are those tiles so big? It's hard to tell what they'll look like in the context of their normal use. 

    2007-07-24 22:24:52.0

    stand further away from your computer

    2007-07-24 22:40:51.0

    Across the street??

    2007-07-24 22:44:37.0

    Well, I wonder when one can find sandy mountains with the snow on them, hmmmm /me wonders:>

    2007-07-25 05:45:57.0

    You know what's funny, we've got new Hovercraft units, why not have and everglades tile? You know, something between a swamp tile and a shallow water (or just basic water) tile.

    Better yet, why not add an everglades airboat to the mix?

    Nah nevermind the airboat, if we put that into play pretty soon every type of vehicle will be requested. You know the US used to deploy soldiers on bicycles in WW1 and WW2 ... doesn't mean it was a good idea ... but it was cheap;)

    2007-07-25 06:35:48.0

    Well, nobody wants to make his turn so I've decided to create brand new map tile which is called...

    ...The Smurfs Village!

     Every unit entering the Holy Smurfs' Empire tile is considered Gargamel and becomes doomed to die within three rounds. By that time the unit is immortal, it's movement range is doubled, can cast fireballs and... well... Are you even listening to me?!:p 

    2007-07-25 06:43:24.0

    LMAO! 

    This is why I participate on this site ... it's full of people just like me. Sick, twisted, and just plain having a good time.

    2007-07-25 06:49:00.0

    HAHAHAHAHA

    Man, that's excellent!!!

    All the little dudes need now are little while beanies!

    2007-07-25 07:00:03.0

    lol

    2007-07-25 07:24:50.0

    Ratioswitch's SEAL Trooper

     

    2007-07-25 07:32:09.0

    F*&k YEAH! Love the mask and the harpoon (or grappling hook)!!!

    2007-07-25 08:49:16.0

    Madmike, can I make him my avatar?

    2007-07-25 08:50:07.0

    i now have firefox so i officially created the north america map.  do i just paste the url here?

    2007-07-25 08:51:49.0

    also, on the map editor there's a button called "Shrink Map to Minimal Dimension".  Should I do this?  I don't want it to blank out my map or anything that would make me have to recreate it again.  tx

    2007-07-25 08:54:05.0

    Ratio: sure  

     

    Mustard: dont press the button  it really shrinks it. ALso where are you building ur maps? Is it on regular server?

    2007-07-25 08:57:07.0

    tx madmike about the button.  pro account on reg server.

    2007-07-25 09:01:30.0

    are u only allowed three maps?

    2007-07-25 09:15:34.0

    Sux ... I get an Apache/Tomcat error (HTTP Status 500) with a whole bunch of java exceptions when trying to update my avatar. That's strange.

    2007-07-25 09:19:29.0

    BTW, I did post this issue to Alex's "Narrowing It Down" blog entry.

    2007-07-25 09:26:39.0

    maybe your current avatar does not want to be replace. So he is revolting.:)

    2007-07-25 09:27:51.0

    sorry for possibly doing this in both threads but unsure about best one to "present" it in.  Behold, the Earth:

    2007-07-25 12:01:48.0

    i put bases on since i did that screen capture, but i may redo them.  before i even tell you what i did, does anyone have any suggestions?  tx in advance

    2007-07-25 12:02:47.0

    thats insane. gj

    2007-07-25 12:04:32.0

    lol nice
    now we would really need the ice terrain

    2007-07-25 12:06:49.0

    Looks tropical in Antartica ... can I play your first test game on it?

    2007-07-25 12:06:56.0

    besides bases and units, what about terrain?  any thing you would show different?

    2007-07-25 12:06:58.0

    I think asia needs more deserts (sand)
    but the real problem here is the balancing. where do you put the bases?

    2007-07-25 12:09:50.0

    my first one is gone from the map editor, so i'm hesitant to think of this one as final and have the devs put it up and have it be out of my hands (although i'm grateful for them letting me do this).

    2007-07-25 12:10:14.0

    although, sure ratio, at some point hopefully it'll be up but i would like a lot of feedback about above before it goes up

    2007-07-25 12:11:22.0

    the map won't go live without bases
    and it will surely be promoted to the live server since the devs like asymmetrical maps

    2007-07-25 12:13:20.0

    be careful not to landlock the mediterranean sea. Put a seaport on that tip. You should also put seaports to represent the canals that were built in Central America and North Africa.
     They would help the map alot more to be more manuverable.

    2007-07-25 12:13:43.0

    There's only one fair way I see this board working: you're going to need to look a a game of Risk and balance your bases per continent. Asia 7, North America 5, South America 2, Europe 5, Africa 3, and Austraila 2. Since Lucky's board also has Antartica (of which Risk does not), you'll need to give that a size-based measurement. Since Antartica looks to me like the "Great Equalizer" as units can access 3 contients from it alone I think it would weigh in at a 5 or 6.

    This way, you'll have a really good starting point for balancing. 

    2007-07-25 12:17:41.0

    how many players, ratio, anyone?

    2007-07-25 12:27:56.0

    You forgot hawaii, cuba, and taiwan

    2007-07-25 12:29:14.0

    kurisu, it now has bases.  i just thought i'd get your guys' feedback first before even hinting at what i came up with.

    2007-07-25 12:30:57.0

    This map looks like it would mostly completely be an air/sea warfare. Pretty much the only things you would make from a normal base are hovercrafts or AA-guns. I suggest tons of airfields and harbors and one Base per nation (capitol). Each base would give like 2000c per turn.

    2007-07-25 12:31:29.0

    hawaii is just out of range of the map because i drew from an oval/elliptical type one where i didn't even get the whole ends that were on the map i drew from.

    2007-07-25 12:32:56.0

    i guess i could still put it on though, just at the very edge on the west/left

    2007-07-25 12:33:22.0

    i hope the devs (esp. alex) will read that kind of thing about base income.  for the north america map i did, the income is too low and for some reason water and air bases don't count towards income.

    2007-07-25 12:35:15.0

    Also, I suggest making some random bases just in the middle of oceans or on smaller islands or in the south/north pole to represent resources like oil.

    2007-07-25 12:35:49.0

    i got cuba and hopefully other small islands represented by one hex off FLA coast

    2007-07-25 12:36:04.0

    i now have hawaii and taiwan too

    2007-07-25 12:37:38.0

    One base per nation at 2000c per base sounds good. Or maybe 2 bases per nation at 1000c per base? I'm just trying to think what would be fitting for Britain. It will definately be much bigger than just 1 hex:(

    2007-07-25 12:38:14.0

    A game Lucky? Yeah! 

    2007-07-25 12:40:18.0

    nations!  that's gonna get tight.  am i understanding you right, mike?

    2007-07-25 12:40:29.0

    and britain, you know that it's shown connected to europe, right?  the island between europe and greenland is iceland.  at least i think it is...

    2007-07-25 12:41:29.0

    ratio, is it up?  what do you mean by "A game Lucky? Yeah!"?

    2007-07-25 12:42:23.0

    I think Mike meant Continents (at least I/we hope he did).

    2007-07-25 12:43:10.0

    Geeez, can you imagine taking over a 2000c base with a light infantry dude? Wow!

    Lucky, what did you mean by: "how many players, ratio, anyone?"

    2007-07-25 12:44:30.0

    If you added the Arctic Circle it would be a great game for 6 players

    2007-07-25 12:46:07.0

    so taking some of your ideas and putting them together, what if it's 6 players, one per each continent (except antartica - unless australia and antarctica can be combined) and the different continents have different numbers of bases based on what ratio said to make it like risk.

    2007-07-25 12:46:57.0

    A player on each continent and it would be a race-to-the-poles for the base advantage.

    2007-07-25 12:47:12.0

    i meant "how many players?"

    2007-07-25 12:47:56.0

    I thought you were asking people to play a test game to see how it worked out;) 

    2007-07-25 12:49:53.0

    here was my first idea.  i'm liking what i hear from you guys better.  let me know what you think.

    2007-07-25 12:56:48.0

    I think each player should start out with 2 hovercrafts, 1 infantry, 1 battle ship, 1 destroyer, 1 sub, 1 jet, and 1 AA-gun. Of course positioning of each unit will be a vital and carefully placed. Depending on how much c per base is what will determine how much starting credits each player will have. Try to make this a 6 player map:). Putting a handful of bases in the middle of oceans would be good too with the bases in the poles. Oil rigs!

    2007-07-25 13:19:01.0

    Dang, that's a cool new tile idea ... oil rigs with heli ports

    2007-07-25 13:28:52.0

    No planes, just helis

    2007-07-25 13:29:20.0

    ok, i'll try the 6 player now

    2007-07-25 14:00:32.0

    great stuff! Just a note on the USA map. We liked the idea and we wanted something you guys can sink your teeth in asap. We are very happy to incorporate further suggestions after some games have been played on it (it is far from being fair) and of course to consult on this with luckymustard (who is onto the next big thing already:) )

    2007-07-25 14:42:56.0

    red and blue are at a disadvange on the USA map. while purple and yellow can focus on gathering resources and  building up.

     

    2007-07-25 14:48:45.0

    id move red a little more north and add some bases

     

    2007-07-25 14:49:05.0

    that map, "North America", is gone from "my maps".  devs can you give it back to me or see about making the changes that are brought up here yourselves.  tx

    2007-07-25 14:51:22.0

    i think some of you are gonna love this, and some will hate:

    2007-07-25 14:52:42.0

    Mosh!!!!!!!

    2007-07-25 14:54:33.0

    it got away from me.  that is, trying to do the "Risk" thing.  and also i didn't know if you guys meant pre-captured bases or not.  also, do you guys think that units could be grouped closer together?  touching even (especially for europe) or make spacing for every other continent like that of europe's?

    2007-07-25 14:54:48.0

    yup

    2007-07-25 14:54:57.0

    Hey luckymustard, quit messing with maps and come play your turn;)

     

    2007-07-25 14:56:54.0

    ok, now that you've played your turn, keep up the great work on the maps!

    2007-07-25 15:07:08.0

    Holy hell Lucky ...

    I don't think a normal military would spread themselves out like that, why start the game off that way? I'm not knockin' on ya, I'm just curious. Also, are you showing us the initial unit positions or ... ?

     For feedback, I would say less initial occupied bases, ships and planes start off onharbors/airports, and yellow's got one less occupied base than the other colors (but yellow does have one more occupied harbor than everyone else too). Was this your intention?

    If you can't use ice terrain tiles yet, this mapp really needs green along the top edge for the Arctic Circle. This would mean adding another 1 to 2 rows to the overall height of your map, but the map is so big anyways, what's another 2 rows? 

    All-in-all, wow ...  

    2007-07-25 15:43:41.0

    OMG! That is one awesome map!:)

    2007-07-25 20:32:34.0

    The units are too spread out and you have to keep in mind that hovercrafts can not enter mountains. Each side should only control 1 base at the start with their hovercrafts positioned where they can pick to either capture another base, harbor or airfield. Considering the number of bases in the map I'm assuming the amount per base is 500-1000?

    The map looks great:)! It just needs a little tweaking and positioning to balance out some base placements and player to player proximities.

    2007-07-25 20:42:27.0

    So what's up with this new weewar map editor ... does it have a weewar unit confetti cannon like this:

    2007-07-25 20:55:18.0

    Also, I suggest removing the infantry from each side and replacing it with another AA-gun, 2 AA-guns per player would help against an early air attack. Considering the range on the AA-gun is 1-3 then each side will need atleast 2 AA-guns for proper defense vs an air rush.

    Speaking of air, Jets are nice but the way they are designed they're only good for killing other air units. I suggest replacing the initial Jet with a Bomber or simply add a Bomber with the initial Jet. The jet will simply be a 3rd anti air unit to guard against  quick air assault.

    There's really no reason to have any infantry on this map other than for initial base captures but that's what the hovercrafts are for:).

    2007-07-25 20:55:34.0

    Try to compact the armies as much as possible too. Right now I can only guess what balance changes I can see but I'll have to actually play a few games on it to get a better feel for the map. Also be aware that this game is a turn based game so placing which player goes where is also a vital part of map creation that must be considered.

    2007-07-25 20:59:07.0

    moJoe ... in the current create-a-game UI, say I'm adding 3 others for a 4 player game ... does the first person I add become player 2 or player 4?

    2007-07-25 21:01:32.0

    host is player 1, second person that you invited is player 2, third person is player 3, fourth is player 4. Also in the player invitation UI screen it shows player name slots. Player association is based on where the player is positioned in those slots starting from the top slot (you, player 1) and going down.

    2007-07-25 21:03:56.0

    BTW, Luckymustard, you gave white 2 battleships:) 

    2007-07-25 21:06:40.0

    Also, I suggest replacing some neutral harbors with airfields because airfields are the only way to repair flying units. Does anyone know if naval ships or air units can use repair shop tile? If so then I suggest adding 1 repair shop for each player:).

    2007-07-25 21:18:45.0

    Wow!! Impressive luckymustard!

    2007-07-26 02:41:08.0

    that, "you gave white 2 battleships", reminds me.  DEVS, the white destroyer doesn't show up as white, but rather green.  can you fix that bug, please?

    2007-07-26 05:10:56.0

    tx for your compliments guys.  i'm trying to sort thru the various ideas you have.  some of the stuff you are saying support my thoughts after creating that last iteration, so off i go to implement them. :)

    2007-07-26 05:12:06.0

    also, in response to "I'm assuming the amount per base is 500-1000?", please keep in mind that i don't seem to be able to control that, and even if i could, then the devs seem like they will change things if they want, which is fine with me... ;)

    2007-07-26 05:15:39.0

    how's this?

    2007-07-26 05:45:49.0

    ratio, you mentioned adding plain terrains, i think, at the top.  that'd be tough to do and even if not, i'm not sure that it would be best to do, in a realistic sense, nor in a symmetrical sense.  sorry for wording there. :(

    2007-07-26 06:02:35.0

    another thing for the devs, with this map, to make gameplay just a little more realistic i wish units could travel from the east to the west by going east off the right hand side of the map and end up on the left side.  any thoughts?

    2007-07-26 06:10:36.0

    it's getting a bit crowded...

    2007-07-26 07:40:03.0

    Perhaps stripping it down to the bare essentials is better for this map if you think it's getting too crowded. Like each side starts out with 1 base and 1 hovercraft? Though I kinda like an already developed army to start the game with and position to define what my borders will be on a large map such as this.

    Perhaps cutting down the number of units that each player starts with then? What are your thoughts on it luckymustard:)

    2007-07-26 12:57:16.0

    either less units or less harbours and airports... I'd go for later 

    2007-07-26 13:18:39.0

    hey guys, thanks for the input.  i'm thinking a little of both - maybe remove jet, like you said earlier moJoe - and maybe remove one base that is kind close to each pre-captured base. 

    2007-07-26 13:42:51.0

    i'm currently working on a second try at this map with it moved down in the gray map editor area.  by doing this if need be later on i'll be able to add more to the top as ratio was suggesting earlier.  i'll also be able to keep the map as it is above in the other slot.

    2007-07-26 13:44:16.0

    hopefully final for devs to upload:

     

    2007-07-26 15:17:52.0

    i'm definitely not going to create another whole one in my third slot, but rather if there are any more changes, please tell me from which one to start - the one immediately above or the one previous from 8:45am today, 7-26-07.

    2007-07-26 15:20:29.0

    I think map 3 was better than map 4 when looking for better base/harbor/airport distribution. I suggest putting bases in the middle of oceans so there will be dog fights and sea battles to gain the income of those bases. Doing this will also influence players to start the fight earlier to gain economic advantage over other players. I suggest much less harbors and much more airports. Airplanes can't repair unless they're on airports so the map will need an ample number of airports for large scale repair purposes. Essentially what would make map 3 near perfect is if you gave it the same starting units of map 4 and replaced 2/3 of the harbors with airports and bases. All of my suggestions are assuming you are designing this map for LARGE scale warfare and not a quick blitz rush 15 turn game.

    Also the initial infantry is suppose to be used for the player to use it to capture a special base tile of their choice at the start of the map. I suggest repositioning a few special base tiles closer to the infantry or moving the infantry closer to them so at the start of the turn each player can pick whether they want their infantry to capture an airport or a harbor.

    Also the hovercrafts should be spread out  and away from their starting armies. These will be their "scouting" units and will essentially capture bases that are further out to help define borders of each player's territory on this vast map. Harbors should be the rarest tile on this map. Bases for income and airports for repair should be abundant. 

    Also I suggest keeping all the naval units clumped together so all three of them are side by side. The purpose of the initial army is to ward off an early rush from very close enemies. I feel that a weewar game on such an epic map with such a huge theme shouldn't end in a few turns which is why I suggested putting so many units as starting armies. However if you still feel like there's too many units than you can remove the sub and the destroyer and keep the battleship. Giving each player 2 AA-guns, 1 bomber, 1 infantry, 2 hovercrafts, and 1 battleship is a very good starting army too. Quite honestly less would be better so I highly suggest removing the sub and the destroyer after all.

    Battleships are slow so there will be plenty of time for players to build suficient defense against it if someone were to rush with it at the start. The whole reason why I suggested a sub was to kill the early game battleship rush and the reason why I suggested the destroyer was to fend off the sub assassin against your battleship but I see now that those 2 units aren't necessary:). Might be a little unfair to some players if you play it as a 6 way ffa because players are positioned really close to each other.

    2007-07-26 16:31:22.0

    "each player can pick whether they want their infantry to capture an airport or a harbor."  i was thinking this too, so thanks for giving the great tip of pulling them in closer to achieve that goal.  tx for all the other great ideas here.  they really make sense. :)

    2007-07-26 18:23:57.0

    Hey Luckymustard! You're really good at making maps and you have excellent ideas for themes. May I request a map to be made by you? I'm looking for a map with lots of rivers that makes speedboats worth making. One of the reasons why I think speedboats aren't used is because there just isn't a map that lets the speedboat show off what it can do. Thin rivers like one or two tiles wide would show off what speedboats can really do. Maybe a Grand Canyon or a Rapids theme? I'll leave that up to you:)!

    2007-07-27 02:42:44.0

    sounds like fun moJoe.  i'll try to get to it probably early next week.  i'd like to wrap up earth and hopefully the devs will upload it.

    2007-07-27 04:56:09.0

    hopefully final::)

    2007-07-27 05:26:59.0

    2007-07-27 05:27:11.0

    looks realyl good now:) I'd still delete some airfields but that's just a matter of what you like...

    2007-07-27 07:55:35.0

    Dang ... Lucky, this map is looking really good now. Purple's soth hovercraft looks a bit far out in the Pacific (compared to blue's south hovercraft), but that's only 'cause I really looking for stuff to constructively critisize.

     Once the devs load up this map and make it availble to play be sure you have an invite ready for those of us who helped you tweak it ... it's gonna be a sweet game and i think could be a long-term, classic map!

    2007-07-27 15:55:43.0

    speaking of the devs, where are they? :(

    2007-07-28 09:05:19.0

    hey moJoe, you said "Hey Luckymustard! You're really good at making maps and you have excellent ideas for themes. May I request a map to be made by you? I'm looking for a map with lots of rivers that makes speedboats worth making. One of the reasons why I think speedboats aren't used is because there just isn't a map that lets the speedboat show off what it can do. Thin rivers like one or two tiles wide would show off what speedboats can really do. Maybe a Grand Canyon or a Rapids theme? I'll leave that up to you:)!"

    i've started a "Rapids" map.  part of it at least is set up like a race.  is that at least part of what you mean?

    more questions to come, probably after you reply...

    2007-07-30 06:25:53.0

    they are busy as ever:) But we are keeping an eye on this. The world will almost certainly be yours soon:)

    2007-07-30 07:18:18.0

    is the reason that you're busy because you're working on tundra and ice hexes? ;)

    2007-07-30 08:39:20.0

    I was gonna post my "Rapids" map here, but I realized something.  The area to work in (where the scroll bars are the limits) doesn't make sense for the size window/screen/resolution that I have.  Kinda sucks when I have to screen cap and put together in photoshop 3 images, when it could have been 2.

    2007-07-30 11:02:39.0

    here is my rapids idea #1:

    2007-07-30 11:28:43.0

    i need to put a pre-captured base in to make sure that players don't run out of money, since harbors don't produce income.

    2007-07-30 11:33:43.0

    i haven't heard anything about earth for awhile, so i'm going to delete the older version of it that i have in my map editor area, in order to free up a slot so that i can lay out another new map in the editor.  it is "South America".  here it is from my illustrator version:


    i'm very uncertain about some of the forest.  that is, whether some of the hexes there should be plains instead, realistically speaking.  if anyone knows the geography, then please let me know how to make this map better.  also i placed the bases based on capitals and other large cities according to size which i determined from the south america wikipedia article.

    2007-07-30 13:18:35.0

    finally, i have a few deep sea hexes at the top right, that i think i got from madmike.  if anyone knows about sea levels and how to find out where i should place them on this map somewhere on the interwebs then please post a link. tx

    2007-07-30 13:21:14.0

    Luckymustard, looks good so far but I have a few ideas and changes I think we should talk about:). One of my main concerns is what level of play do you think this map should be designed for and how many players. I was thinking making this map multi layered. Like the rivers would be the paths for speedboats and make alternate paths for hovercrafts and another path of mountains for infantry. Have all these paths intertwine with each other. There should be limited bases so players are forced to buy the cheaper weaker but faster units like speedboats and hovercrafts over subs, destroyers, battleships. I'm trying to think of a good/better way to make it so that players will make speedboats over making destroyers, subs, or battleships. There should be an airfield for each player placed some where on the map far away forcing players to race to them. Maybe have a lot of bases but they all produce 50c-100c each and they're spread along the race path to the airfield.

    Essentially what I'm imaging for this map is a multi phased map where the first half of the map is close combat speed race to capture the airfields at the same time attacking and killing opponents and slowing them down from reaching the airfield first. Then as soon as people gain access to air ports the map becomes large air warfare.

    I was wondering if I could be able to have map editor option turned on for my account too. I think I can help explain my ideas more thoroughly that way.

    2007-07-31 03:07:51.0

    hey moJoe, i feel like i've done this part at least: "I was thinking making this map multi layered. Like the rivers would be the paths for speedboats and make alternate paths for hovercrafts and another path of mountains for infantry. Have all these paths intertwine with each other."

    "There should be limited bases so players are forced to buy the cheaper weaker but faster units like speedboats and hovercrafts over subs, destroyers, battleships."  so i should delete some bases?  i actually started out putting down bases only to indicate how long the river was to myself.

    "There should be an airfield for each player placed some where on the map far away forcing players to race to them."  I placed one airfield at the end for the players to fight over.  since you wrote that though i've gone back into the editor and added a couple more.

    "Maybe have a lot of bases but they all produce 50c-100c each and they're spread along the race path to the airfield."  there are a lot of bases, but not as you suggest "spread along the race path to the airfield."  i'll have to see what i come up with.  and also, you're suggesting income amounts which i can't control.  there is no option in the editor for that.

    tx for your thoughts!

    2007-08-01 11:23:46.0

    looks good lucky, another good map, except the fact that there is alot of forest. That will slow things significantly and as far as i know, hovercraft cant go through forest can they?

    2007-08-04 19:17:37.0

    true there is a lot of forest.  correct, hovercraft can't go through forest nor mountains.  i'm just trying to be as true to my understanding and research that i can be.  if someone can help me understand the lay of the land better then i'd be glad to modify.  something else i haven't yet done with this map is starting bases and units... any thoughts?

    2007-08-06 05:19:48.0

    oh, and are smoscone and TheTorrent one and the same??????

    2007-08-06 05:20:14.0

    I think you could bring in the amazon river.. that might shake things up a bit.. and it is a very known and prominent feature after all

    2007-08-06 05:27:31.0

    2007-08-06 05:28:17.0

    tx, i almost did that for this and for the mississippi in NA

    2007-08-06 07:33:33.0

    i wonder if any of the amazon forest is actually swampy?  and, oh, i see on your map it's really green and then fades to white/very light green the further away from the main branch of the amazon... do you guys know or think that that might be better represented by plains?

    2007-08-06 07:41:45.0

    swamp is most likely most realistic for this - you might want to pad it up with plains still for playability.

    2007-08-06 07:43:24.0

    yes smoscone and TheTorrent are the same;)

    TheTorrent is a more recent one

    2007-08-06 07:46:44.0

    it has the better score:)

    2007-08-06 07:46:56.0

    way much better lucky

    2007-08-06 08:23:38.0

    tx, lol.   i thought it was all forest  Undecided

    2007-08-06 08:24:22.0

    where'd teh image go? :(

    2007-08-06 09:19:22.0

    5 player map?

    Red seems to have the advantage on that map because he's the only side that has a harbor near that can make units that can use the rivers. Maybe add harbors at the end of each river for each side to use.

    2007-08-06 13:01:41.0

    yeah, i think if it were me id get rid of green because it is so secluded up there in central america

    2007-08-06 13:49:32.0

    i've made those two changes.  anything else before maybe hopefully the devs upload it...  please, please, please...  and what about the earth?  Wink

    2007-08-07 05:42:56.0

    I can't see anything

    looks great to me. Maybe people can comment on balancing (because we'll look at that first). Other than that this looks like it is ready to go  to me ...

    2007-08-07 10:31:09.0

    well, since you asked about balancing let me post the update with those two changes mentioned above...

    2007-08-07 11:38:45.0

    2007-08-07 12:01:02.0

    hehehe...Tongue out 5bucks to who can see the bigger picture....Tongue out

    Mad Mike's Mad Maze:

    2007-08-07 13:57:58.0

    that looks like groumet's icon.

    2007-08-07 14:14:06.0

    River Maze ver 1. I am thinking about adding some forest tiles to block in hovercrafts, and help speedboats. MWUHAHahahahaha....comments?

    2007-08-07 15:03:48.0

    that looks like a nice 1v1 map:)
     

    2007-08-07 15:27:47.0

    mike, do you have the map editor or are you doing this out of photoshop?

    2007-08-07 16:07:16.0

    madmike

     

    2007-08-07 16:26:24.0

    And the free $5 worth of weewar jumping beans go to djdarkstar187 for the correct answer *golf clap*

    2007-08-07 16:45:12.0

    Here my 2 ideas for new units.

    I don't know how to create unit images yet, but if I am able to find out I will provide some images later.

     

    Teleport Tank

    Movement: 1-3

    Attack:5(Troopers)  3(Vehicles) 0(Aircraft)  0(Naval)  (like tank)

    Defense:4

    Range:1

    Repair: 2/turn

    Cost: 400

    Special: Can teleport to any free field in 1-3 range. Ignores zone of control and blocking units. Can only teleport to terrain which is suitable for vehicles (not water or mountains)

     

     

    Stealth Trooper

    Movement: 1-3

    Attack:5(Troopers)  1(Vehicles) like trooper(Aircraft)  like trooper(Naval)

    Defense:2

    Range:1

    Repair: 1/turn

    Cost: 175

    Special: Ignores zone of control (but not blocking units).

    2007-08-07 23:24:50.0

    called sunflare but also could be called looks like a snowflake

    2007-08-08 16:35:04.0

    looks pretty cool. i hope the bases give a lot of money (something like 500). i think it would add some options if you add some airfields and maybe a few more normal bases, too.

    2007-08-08 22:09:34.0

    2007-08-13 18:11:19.0

    did you make it on test? I could not find it on the live system?

    2007-08-14 03:51:07.0

    Oops, didn't include map name:

    2007-08-14 09:06:46.0

    Yes, I made Noord-Ede on the test server.

    2007-08-14 09:07:20.0

    All my maps are on the test server, I have none on normal server right now.

    2007-08-14 09:07:41.0

    that map looks like it would be very fun to play on. Why no airfield though? I like how you balanced the map based on player placement and everything. May I suggest adding ring of water hexes around the entire map so ships aren't too restricted on what paths they can take to reach their enemy. Add a water hex tile all around the map.

    2007-08-14 13:35:43.0

    Thanks for the tip. I'll fix it when the server is back up.:)

    2007-08-14 14:20:16.0

    i made mine on the live system if you were asking me

    2007-08-14 19:26:23.0

    i found it!  took so long...

    2007-08-28 18:45:11.0

    so please critique further my two ideas above, earth (July 27) and rapids (july 30).  tx

    2007-08-28 18:46:13.0

    I thought the rapids idea was made into the river maze map.

    I'm still eagerly awaiting the world domination/wee world war/earth map:).

    2007-08-28 18:51:02.0

    i guess you're kinda right about rapids was made into the river maze map, just not by me.  so maybe i'll play with it some more, as there were elements of it that i really did like...

    2007-08-28 18:54:43.0

    One of the things that I liked from the Lakes map are the bases that are completely surrounded by forests so hover crafts can't capture it. I would really like to see more of this kind of design on future maps so it takes away some power from hover crafts on maps that are meant for normal mode game play.

    I'd like to see this forest base idea in river maze too. Just one forest base in the middle to offset the number of bases on the map.

    2007-08-28 19:19:52.0

    Also, I'm a little sad that the new pro maps don't include repair shops anymore.

    2007-08-28 19:20:38.0

    I was finishing up river maze, right about the time lucky was talking about his rapids map ( I think at that point we were sharing a brain). Although, I think rapids was going to be a 4 player map instead of the 2 player one.

     

    mojoe: I drop the repair shops, cause I did not see any advantage to having them on the map. The time it took to get to a repair shop could already have repaired a unit since most vehicles have +2 repair. Anyways, I'll think about adding them back in a couple of other maps.

    2007-08-28 19:50:37.0

    oooh, that's a neat idea mike, when i get back to the rapids map, to change it to being 4p.

    2007-08-29 09:05:49.0

    Seems like no-one noticed my map in the other map topic

    *pokepokepokepoke*

    I don't know who I'm poking but they're being poked in the general direction of here

    2007-08-29 11:11:50.0

    Hi all,

    here's a 6p map I made. "Battle Star" lol

    Initial Cr: 200       Credits per base: 150

     

    2007-11-22 17:08:47.0
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