![]() ![]() Unless you can just not add them to the map, but i think they're required.? (I know you can turn them off while starting a skirmish, but i doubt you can in the editor.) It's just what i heard and saw.ĭunno if you can ban commanders from maps by force entirely, some of them have means to relocate themselves (Tenri especially), some have a map-wide ability (like Vesper), so boxing them in seems like a fruitless endeavour. Or with the latest update, setting up hideouts for thieves to easily deposit at, which themselves are unable to recruit marksmen/thieves.Įdit: Of course, i'm no expert on making balanced maps. Might also just be me, but i like using the feature that lets you decide which building can recruit what, so that frontline barracks have less heavy-duty options as opposed to your back-line/home barracks. Hm, and be cautious where you place commanders, i'd imagine some of them have quite a powerful early-game impact if allowed to traverse the map fast and early. Otherwise, i guess just be creative about it? Personally i enjoy making 4P Skirmish maps for some CPU carnage, but i'll balance em out so maybe some people will enjoy them online too (be it actual PvP or co-op vs the CPU's). To avoid any notable first-turn advantadges and/or making it particularly unfair as it'd mean in a team enviroment one side (lets say, P1 and P4) would not have a notable first-turn advantadge vs the other side (P2 and P3).Īnd i guess since there will always be first-turn advantadge of some kind, i guess it'd help to space buildings out so that P1 cannot snatch a building off of P2's mirrored side of the map without them being able to snatch it first, if they where to go at the same speed for that building. I also heard it's best to have the players setup as: (Especially if the teams are not side-by-side but are spread out like mentioned below.) Giving each player a certain advantadge vs one side but a disadvantadge vs another on their land, which in a 4-player enviroment could be fair enough if you have a 2vs2 team setup. Though that's the main method of being symmetrical, i dunno how balanced it is, but one of the maps i made (which is quite huge) had say, the top-left player facing right symmetrically, the top-right player facing down, the bottom-left player facing up, and the bottom-right player facing left. Or in the case of 4-player maps then all 4 corners should be be symmetrical and mirror eachother. I suppose the most important aspect is symmetrical design, side A should be mirrored as much as possible with side B. I honestly wouldn't know, but i've tried to balance out the few maps i made as much as possible. ![]()
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