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Title:Twilight Archipelago Map name:Twilight Archipelago Map type:Multiplayer Two-level map:Yes Number of players:4 Size:Large [176x176] Author:Bravo1853
Map description: Three players are located on the surface (red, blue, green), and one player is in the Dungeon (yellow). To win, you need to defeat your opponents. The Dungeon is divided into two parts: the yellow player's territory and a neutral area. You can reach the neutral area from the surface or through a portal in the Dungeon. All magic tomes are located on the map. There are two free castles on the surface. The Tear of Ascha is present.
Types of terrain and preferred Factions for players:
• First player - scorched earth (Necropolis). • Second player - grass (Knight, Elf). • Third player - desert (Mage). • Fourth player - Dungeon (Dark Elf).
Downloaded the map and checked it out. IMO, at the very least, the map's name should be displayed in the in-game menu. And some kind of story should be written, so that there is at least some kind of plot.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
I downloaded the map and took a look. IMHO, at the very least, you should make sure that its name is displayed in the in-game menu. And you should also write some kind of story so that there is at least some kind of plot.
It seems like the name is present in version 1.1. I will write the story soon.
It seems the name is present in version 1.1. I will write the story soon.
When selecting a map in the game menu, it looks like this (see Fig. 1):
Maybe something is wrong with my game version, but I'm seeing this for the first time. By the way, when selecting a map, it indicates that the game is "based on a scenario," but there is no scenario either (see Fig. 2).
As for the game itself, the first thing that caused disappointment was the absence of wells (at least, I haven't encountered any in three weeks of playing).
When selecting a map in the game menu, it looks like this (see Fig. 1):
Maybe there's something wrong with my game version, but I'm seeing this for the first time. By the way, when selecting a map, it says that the game is "based on a scenario," but there isn't one either (see Fig. 2).
As for the game itself, the first thing that caused disappointment was the absence of wells (at least, I didn't encounter any in three weeks of playing).
I had no problems with the title, and I corrected the mission objective.
Finished the game in less than two months (using the default hero). I think that with knowledge of the map, the result could be reduced by a week or two.
Impressions:
1. There is a serious lack of plot.
2. The game is too easy; there isn't a single serious battle (perhaps except for the assault on the outpost between the red and blue factions, which occurred in the beginning of the second week, although even there, the solution was quite traditional - building a crystal cave).
3. For such a large map with a sea, there are too few cities - as a result, the last heroes of both the yellow and green factions died not in battle, but because they ran out of "homeless" time (The most frustrating thing is that for the yellow faction, this was the main hero, and the battle could have been very interesting).
Finished the game in less than two months (using a single hero). I think with knowledge of the map, the result could be reduced by a week or two. Impressions: 1. There is a serious lack of plot. 2. The game is too easy; there are no serious battles (perhaps except for the assault on the outpost between the red and blue factions, which occurred in the beginning of the second week). 3. For such a large map with a sea, there are too few cities – as a result, the last heroes of both the yellow and green factions died not in battle, but because they ran out of "homeless" time (The most frustrating thing is that the yellow faction's hero was the main hero, and the battle could have been very interesting).
Thank you for your feedback. I will adjust the difficulty, possibly expand the islands, and add more cities.
Yes, I completely forgot – thanks for a couple of interesting evenings. :) I think I’ll enjoy replaying with other factions and races on the updated version later.
Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13: Древняя восточная мудрость (вольный перевод)
A rather interesting map, for those who like to "explore". As mentioned above, it would be good to have more towns. And also - it would be nice to indicate which color suits which race better in terms of the landscape. For example, red - for Necromancers, Demons, blue - for Humans, Elves, etc.
I looked at the map and played it. First, the map is displayed in two places in the menu: with a name and a blank line (like in Rambo1969, #4). There was a recent discussion on the forum about how to deal with this. Playing in constant darkness is a matter of personal preference. The map constantly reminded me of black people, black cats, and coal sacks. I agree that it would have been better to assign castle types to the player's color. Being a Dwarf in the desert is not ideal. The overall gameplay didn't work out. The player in the dungeon was, for some reason, locked in a tent and just sat there. There is no good approach for the blue player (I was playing as him). The garrison between him and the red player is too strong for the AI, and it's too far by sea – no one comes. The neutral cities on the islands are not worth it: they are difficult to reach, and there is no benefit to acquiring them.
I looked at the map and played it. First, the map is displayed in two places in the menu: with a name and a blank line (like Rambo1969, #4). There was a recent discussion on the forum about how to deal with this. Playing in constant darkness is not for everyone. All the time, the map reminded me of black people, black cats, and coal sacks. I agree that it would have been better to assign castle types to the player's color. Being a Dwarf in the desert is not ideal. The General Gameplay didn't work out. The player in the Dungeon was, for some reason, locked in with a tent and just sat there. There is no good path to the Blue (I was playing as him). The garrison between him and the Red is too strong for the AI, and it's too far by sea – no one comes. The neutral cities on the islands are not worth it: it's not easy to get to them, and there is no benefit from acquiring them.
Is the player locked in the Dungeon? As far as I know, you can exit it. The garrison between Blue and Red is not that strong. As for the locations, this is the case on many maps; the most I can do is assign native castles to specific locations. Regarding the night, I will most likely create a daytime version and include it with the night version. And also, what do you consider a useful neutral castle? I will take a look at the map duplication and fix it.
Perhaps that is the case. But, I didn't find this exit, my AI didn't go there, and it usually knows well where there is a passage. It had a large army, i.e., it was capable of breaking through a strong outpost, and what kept it in place was most likely that the potential exit was not interesting to it in any way.
The garrison between the blue and red is not that strong.
The garrison's strength stands out noticeably from the rest of the guards. This can be understood from the words of Rambo1969
not a single serious battle except for the assault on the outpost between the red and blue.
The AI's logic is similar to the flow of a liquid - it moves where it is easier. In this case: the shipyard and seafaring are the only option for it.
the maximum I can do is assign the home castles to specific locations.
This is already the author's vision of the situation. However, by rigidly linking the color to the type of castle, it would be possible to achieve a better atmosphere in the landscape.
what is a useful neutral castle?
The usefulness of a castle is always very situational. In the most general case: there is a good path to it, it can be held, and troops can be taken from it. For island maps, neutral castles standing separately from everyone create more problems than the potential benefits. By the time you already have an army, you face a choice: what to capture, a neutral castle or an enemy castle. It is always better to capture an enemy castle. By acquiring a neutral castle in a remote location, you weaken your central castle. Because the hero can be teleported not home, but to this wasteland, via a "city portal."
Perhaps that's the case. But I didn't find this exit, and my computer didn't lead me to it, and it usually does a good job of finding passages. He had a large army, meaning he was capable of breaking through a strong outpost, and what was likely holding him back was that the potential exit wasn't appealing to him in any way.
Yes, I did indeed mix up the groups, and there is no exit there; it will be fixed in the next version. 13ga
This is more of an author's interpretation of the situation. However, by strongly tying the color to the type of Castle, one could achieve a better atmosphere in the landscape.
I will handle the Castles in the same way as I handle the daylight lighting; I will release a separate map. 13ga
The usefulness of a Castle is always very situational. In the most general case: there is a good path to it, it can be held, and troops can be gathered. For island maps, neutral Castles standing separately from everything create more problems than the potential benefits they offer. By the time you have an army, you face a choice: capture a neutral Castle or a Castle belonging to an opponent. It's always better to capture an opponent's Castle. By acquiring a neutral Castle in a remote location, you weaken your central Castle because the main hero can be teleported not home, but to this wasteland via the "city portal."
Started playing this map as the Tribes of the East and with the yellow faction. In general, the underground area has a large, somewhat empty territory, but that's also a good thing. I've only seen one exit to the surface so far, and there's also a neutral outpost with a "high" danger level, but I haven't touched it yet. So far, I've only fully built up my town and recruited all the available neutral units. I personally like how things are going (version 3.0, on recruit difficulty):smile13:
P.S. There's an exit to the surface through the keymaster's tent, but it's not there.
Interesting map, but, as mentioned above, it lacks a storyline. I would add that I would like to see more quests and perhaps a bit more light? Is the author still working on the map?
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)