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First map, how can I improve?: 8/17/2022 22:51:53

Testing
Level 34
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https://www.warzone.com/SinglePlayer?PreviewMap=99912

Hi! As per the title, this is my first map, so I'd appreciate some feedback on how it looks/plays/if there are any problems. I've gotten six 0/5 ratings in a row now and no reviews so I really don't know what's gone so wrong.
First map, how can I improve?: 8/17/2022 23:12:23


AbsolutelyEthan 
Level 63
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Hey this looks very good!

We have a map making discord if you're interested: https://discord.gg/9PTxM2PQ
First map, how can I improve?: 8/17/2022 23:13:57


AbsolutelyEthan 
Level 63
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A map needs 10 ratings to show the average. I see it says TBD instead of a rating, you just need 4 more people to rate it.

Edit: I dont see "0/5" I see TBD like normal

Edited 8/17/2022 23:16:50
First map, how can I improve?: 8/17/2022 23:15:50


JK_3 
Level 63
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The 0/5 rating should be TBD/5.

The map rating only shows when a map has at least 10 reviews. I'm not sure why its showing up as 0 for both of us, but thats probably a bug.

EDIT: the normal map page (https://www.warzone.com/Map/43644-Matharin-Liboa) shows the proper rating. The preview page just doesnt for some reason.

EDIT 2: on my phone the normal map page doesnt show TBD either, so I think its a bug in the UJS/Unity system.

Edited 8/17/2022 23:21:15
First map, how can I improve?: 8/17/2022 23:24:25

Testing
Level 34
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alright, thanks for the clarification!
First map, how can I improve?: 8/18/2022 00:02:47


Lionheart 
Level 62
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Hey, honestly, your map is very good and I can see you making a lot of awesome maps forward. Keep doing your awesome work and you’ll be the one of the most best map makers here.

Edited 8/18/2022 00:06:08
First map, how can I improve?: 8/18/2022 00:28:45


Tac(ky)tical 
Level 63
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lionheart is the mapmaking authority around hur
First map, how can I improve?: 8/18/2022 01:23:15


καλλιστηι 
Level 62
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There are two major communities on Warzone. First are casuals who tend to use maps to create FFA templates. Typically with automatic distribution, which makes maps with unbalanced bonuses like yours problematic.

The second is strategic players. They use manual distribution and usually even welcome unbalanced maps. However, the strategic community prefers smaller maps. Your map is approaching the limit of being too big, so any future map should have a smaller number of territories (and yes, I noticed the mountain area).

Bonus with N territories for N armies is too strong. A + 4 bonus, should have at least 5 territories. Central Liboa should be a zone with "bad" bonuses because the region containing Linoa is a too big continuous mass of good bonuses.

While not required, you can add rivers and bridges to make some parts of the map less connected.

Edited 8/18/2022 01:23:28
First map, how can I improve?: 8/18/2022 04:02:13


l4v.r0v 
Level 59
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Bonus with N territories for N armies is too strong
This is worth elaborating on. Bonus efficiency, safe capture, coverage, etc., play a big part in introducing strategy into the game.

Imagine a map with 600 bonuses all of which are 4:4- on standard settings (0% SR, 2 neutrals, Random Warlords distribution), any one of those bonuses can be quickly captured (usually in 1 turn, even at the start, depending on the warlord position) to recoup all 4 armies spent conquering the bonus (2 neutrals kill 1 army) the very next turn. This makes that map very friendly to expansion. You'll either have a bunch of picks (for coverage), making the game tedious and hard to reason about, or you'll wind up having games decided just by who got luckier after picks and had more room to expand.

You want room for expansion but not too much. You ideally want some parts of the map that are better to pick than others, although swinging too far in this direction creates "pick lotteries"- situations where a player wins just by getting an obviously better-than-everything-else starting position after picks, off of luck. Common ways to achieve this strategy element to maps include keeping maps small, having bonuses vary in efficiency (so players can predict rather than blindly guess their opponents' possible positions), having bonuses vary in safety (e.g , position relative to other efficient bonuses, hard-to-defend borders), having bonuses vary in internal shape (for example, East US and Australia on Modified Medium Earth both are 5:6 but Australia is a less connected graph and so has more common warlords that can't capture the bonus in 2 turns), and having bonuses be less than perfectly efficient (a starting rule of thumb is N+1 or N+2 territories for N income, depending on how easy you want to make expansion on your map- note that this creates virtuous cycles).

Of course, those are just suggestions and you can and should experiment with your mapmaking. Don't have to build for strat either, although casuals still reward templates with strategic merit because those are also more fun to play on.
First map, how can I improve?: 8/19/2022 03:25:58

Testing
Level 34
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Thanks very much for the support and the very in-depth info on bonuses, means a lot (:
First map, how can I improve?: 8/19/2022 06:20:30


alexclusive 
Level 65
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I love your map!
First map, how can I improve?: 8/19/2022 06:47:30


Tac(ky)tical 
Level 63
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testing testing 1 2 3
First map, how can I improve?: 8/20/2022 14:43:32


JK_3 
Level 63
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Update on the 0/5 rating bug:
Fizzer mailed back this morning that it should be fixed in the next update.
First map, how can I improve?: 9/11/2022 19:18:24


καλλιστηι 
Level 62
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Congratulations for winning map of the week.
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