Now that we have the custom maps, I think it'd be over the moon, if we we had not just PRO units, but PRO terrains as well...: )
Like; trenches that only troopers and art could enter, jungles, hardtop surfaces in which all vehicles could move faster, tunnels that protected units from arts, cities/towns where only troopers and raiders could go, bridges.... etc... I'll post some examples, though I'm certainly not suggesting the use of my artwork.... : )~
Tunnels! What a clever idea. :) But then we'd need digger units first. :)
I really like the idea of roads to make transport for mechanized vehicles faster. Could make for some interesting infrastructure type maps.
I like the idea of 'deep sea' that's been floating around-- give sea units more dimension
It could drop move for Speedboats, increase defense for Subs or things like that.
oh yeah, deep seas... i forgot about those, but what i did remember and i'll bring back up here for a matter of record are tundra and ice - for my earth map. ![]()
I'd like hills, not just mountains.
and +1 for roads

sky? like: only flyers can cross it? could be interesting.
Hard top will make super large maps more feasible.
Although personally I can do without more tiles.

Not sure how you could use sky in a game like this. As for large maps: We need a wholescale increase in mobility first. It's painful traversing a big map with units that can only move 2 or 3 hexes per turn.
Could someone pls edit the topic title to 'Terrains'?
Please? It hurts me eyes
The skies would be used in places where you only wanted there to be an air battle, or if you wanted planes to be able to fly over an area without it turning into a hovie/ battleship/ etc. game... : )
Dek - done...: )
Plus, I really like the color of the sky....: )
hehehe Thanks Niki!
And sowweee
NP, Dek, I understand... I have an issue with sentences that start with "and", and/or "but"... However......
And I'm not saying the terrains that I displayed above would all be super all of the time in every map, I'm just throwing some ideas out there... As it would offer another dimension to the game....: )
Thanks Niki.
And Agreed!
For the record, I HATE mountains!
I think the minefield terrain could be a really fun one... If the code was written so that when a unit was on a minefield and was attacked the result could be that it sustained no damage or massive damage, hehehe a roll of the dice...: )~
Or if it was hiddden!!![]()
Form the opponent of course
we need madmike in this discussion...
Or... step out onto the minefield tile and there's a chance the unit dies right then and there. If they survive that dice roll then there's some benefit to being on the minefield... like anyone attacking you (even from a normal tile) runs the same risk of insta-kaboom maybe.
Could alternatively be used in maps to give a quicker alternate route that's also fraught with the danger of mines.
good idea to get some new terrain. are the tunnels like a teleport where you willl get out somewhere else?
jeye - no the tunnels are not teleports, just tunnels, however being inside the tunnel would protect the unit from Art fire.....as the unit would be capsulated... : )
My unsolicited opinion is that one of the attractions of Weewar is its simplicity.
I agree, it seems as if the game is moving away from its simplicity by allowing the users define its development, whether its the tournaments, the wikis, the greasemonkey scripts, the new maps...even the WWPA. My vote, also unsolicited, is to reign it all in a little. Get the maps balanced to be most fair, get the units in a good balance...
The inmates are ruining the asylum!
What I've seen in other systems is to have a core/default/standard/base set of terrain + units, which everyone knows, and which comprise the set that undergoes the most scrutiny and adjustment for balance, etc.
Then the community contributes whatever, for experimentation purposes, fun, fame, fortune, etc. But those aren't expected to uphold the same high standards as the 'core' set.
Interesting ideas NM. Especially the minefields tile.![]()
Thanks MMike....: )~
hey, mike's back... i saw in the other thread you've been busy, work-wise. remember your old tiles?
Interesting ...
yes
there up on my photobucket account.


Is that a warp pipe?
as soon as i saw it i had the mario music and sound effects going thru my head![]()
Also that's the grass used in handheld Zelda games. And is the second picture next to tundra just another picture for it or did the text just not show up?
I have to say, I would appreciate a bridge. a tile where both ships and land units could move without much panalty. Only way to do this now is using harbours, which, once captured will block most naval units and otherwise, make tanks too weak
+1 for bridge, or at least exploration of such a tile.
yup, My idea behind the bridge was a universal tile for all units. the last tiles were my stab at theme tiles. yes those are war pipes, and Hyrule vegetation. ![]()
@ rex: yes the tundra is two different versions. I try to find the old post from last summer on the tile stats.
Deep Sea: is normal movement for ships, but +2 for hover and speedboats.
Road: increase all track and tire vehicles movement. So a raider can move 5 instead of 4. This is for Pistos who ask for away to increase movement on larger maps.
Another idea I though would be cool for map builder are destructible tiles.
Wall, Tower, Minefield
Wall: it exerted ZOC on units, but can be attacked by units too.Like having a mountain tile that can be destoryed by a zerk so the zerk can move on it.
Tower: Essentially what bert had mention about when the unit balance began. Instead of a unit that became a tower I was thinking of the tower as an empty building that must be captured like a factory. Once captured it becomes a stationary unit that can attack. Infantry Tower can do alot of damage to infantry, light vehicles. Heavy Trooper, converts the tower into an Anti-Vehicle Tower(heavy vehicle, and air)
Minefield: This would be a cool random game mechanic for mappers. Basically, a tile set that would do damage only to vehicles, but the system determines on game creation which is actually a live mine and which is not. So you could brush a a 5x5 area of the mine tile but only a couple of them would do damage and others would not.
I will try to find the other maps tile sets I had done, but not published.
Included is a high mountain range that prevents helicopters from moving thru and giving airplanes a +2 to movement since they have to fly higher.
Definitely +1 for bridge and road. It is always awkward when I see harbors used as bridges so that both land and water can get through.
The others are nice and would be cool to add, but I don't think they are as necessary, to me.
agree that bridges and roads would be kick ass![]()
Shouldn't deep sea be an advantage to large ships over smaller vessels?
Speedboats and hovers could get swamped pretty easily by rough weather on deep water.. battleships, not so much, and in reverse, big ships would be disadvantages in shallow coastal waters where maneuverability is more important.
when i do +2 I mean it costs the unit 2 more movement points to move into the tile. Since all weewar modifications are positive. It costa trooper +2 to move across a mountain while grass is 0 modifier. So Deep see does +0 to large ships but +2 for small boats and hovercraft.![]()
Oh, right
Thought you meant they should be able to move 2 extra tiles. ![]()
I'm voting for bridges and roads mostly, but it would be nice to see the rest of the tiles go up. Some awkward maps where players try to use every single type of tile would be born too XD
i'll just throw up some more support for bridges. it'd open up a lot more options in map making (and much better than having to do harbors
Sending ...