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Kessen v1.00

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

Kessen v1.00 (Map)

Level 2
Joined
Apr 2, 2006
Messages
3
Kessen V1.00

=:Map Description:=

A more strategic version of Risk set in the feudal age of Japan.


=:Editor's Note:=

First off, BIG THANKS to Black_Stan for his models. I made this in about 3 days. I have not had time to balance, nor will I have time. There's so much I want to do with this map, but unfortunately, I only crank out maps two or three times a year (due to real life time constraints). If I get good feedback on this map, I might consider tweaking it.

This version has been optimized. I have the unprotected version. PM me for more info on that (if you want to pick up where I left off).

=:Known Things:=
-No win/loss trigger
-Income imbalances (due to lack of bnet testing)
-Endless Daiymo hero respawn
-Possible unit imbalances
-Lack of unit variety (albeit, the simplicity is what I like about it)
-Lack of game modes (I wanted to add much more, right now the two modes are practically the same except for 2 overpowered units)
-Unit speed is supposed to be slow, I hate the fast paced action of normal risk games
-Slow down when map starts due to randomization
-Crappy terrain (yes, I made it, The land mass is pretty accurate, but details are definetely not there)
-No multiboard (I rushed the map)
-None of my usual 'little touches' such as custom color descriptions, renaming of weapon and armors, altercation of gameplay interfaces, and random events
-Apparently, there's a bit of an issue for noobs, there IS a learning curve
-Didn't get a chance to put in hero alignment system and glory/honor system (which would have affected population growth rates and hero abilities, was supposed to be much more customizable)
-Lastly, I didn't get to put in my individual unit (non-hero) upgrade system (individual unit upgrading meaning each unit upgrades separately from the entire map, not global upgrades like most people use)



That's all I have. Questions, comments, would be appreciated.

Thanks,
FiendishDevil
Clan MaP (USEast, it's disbanded now I think)
 
Level 22
Joined
May 11, 2004
Messages
2,863
Those are all basic things that you are are supposed to have done before you post a map. Don't feel so rushed to the point where you miss doing things that are needed. Imbalances due to lack of play testing is understandable, but no win/loss trigger? No multiboard? Crappy terrain? Its nothing but a waste of time and space if you don't finish a map before posting it.

Here are the most basic steps to mapping:
1. Finish the map.
2. Submit a beta version for play testing (because of possible bugs and imbalances due to no public play testing)
3. Get feedback from play testing, then release a finshed (gold) version.

-NOT-

1. Submit unfinished map for play testing.
2. Finish the map.
 
Level 2
Joined
Apr 2, 2006
Messages
3
VGsatomi:

The map is definetely playable. Bnet standards are fairly low these days :?

Although the map isn't as polished as it should be for an official release, I was forced to rush it.

I live in the USA in two different states. I have two computers, a desktop and a laptop. I do all my mapping on my desktop as my laptop is for business (non-gaming) only. I spend about 10 months out of the year away from my desktop.

Etc. Etc. Etc. If there is demand for the map to be more polished, I will consider using up harddrive space to install all the files needed onto my laptop to map it.

I did a trial Bnet run before I left home and did a few rebalances and fixed a few bugs. Resumbitted this updated version.


=Concerning=

1. No win/loss trigger: It's not needed in this kind of map, I was simply going to add in "player leaves" and "player defeat" triggers but let players stay in game.
2. Multiboard: I foolishly triggered a leaderboard incorrectly and ended up deleting the whole thing. This was about 2 hours before I had to go to the airport to catch a plane to the other state I live in. I'm very sorry I didn't manage to put it in.
3. Crappy terrain: It's suffices for the map. Normally when I polish a map, I like to add in weather effects, more doodads, etc. When I say crappy terrain, it's only because my standards are high. For a simple map like this, simple terrain is needed unless terrain has a factor in advanced gameplay mechanics (which I considered doing).
4. Consider it a BETA then.


Thanks for the input though.
 
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