27.04.2017 - 12:40
How does one effectively balance a map / scenario while still making it interesting and fun to play?
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27.04.2017 - 16:36
Great examples of balancing would be Columna's maps
---- Lest we forget Moja Bosna Ponosna
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28.04.2017 - 18:46
Those are a shit example
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02.05.2017 - 08:53
*cough* mod sucker *cough* did I say anything?
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02.05.2017 - 08:59
Work on the fun and interesting part first then aim for balance after. One shouldnt affect the other.
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02.05.2017 - 10:18
I'm not aware of his maps, I'm messing with you lmao
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03.05.2017 - 02:35
I balance by beta testing and tweaking.
---- We are not the same- I am a Martian.
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03.05.2017 - 02:39
Balanced but missing a player base? I'm not bashing him, but if you have to sacrifice creativity or playability for balance you failed as a content creator. I personally create maps like this. The idea, what the map is based on. The features, what is available to do in the map. Balance, can every team win, and is any team to easy to win as. Then finally the lore/historical accuracy, basically the maps flavour. It's been a pretty good system for me thus far.
---- We are not the same- I am a Martian.
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28.05.2017 - 16:02
There's an entire subject based around just that. Strategic Cartography, taught only in the Imperial Academy.
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28.05.2017 - 21:40
C'mon. You know this is not true: maps from scratch, custom units and technological and economic development simulation. Just have a look at them. Specially Arvond and Civicus for "technology and economic development"; Battle Grid, Foundation's Edge and Steam Wars for balancing; and all of them for good map design (except World of Eden I-III). Are they popular? No, they are not. They are not atWar's Justin Biber.
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29.05.2017 - 02:51
I'm not sure you got the context of what I said. As for your second point if no one is playing they might aswell not exsist.
---- We are not the same- I am a Martian.
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