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  #1  
Old December 15th, 2007, 06:15 PM
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Default Re: (Not really) new map : World of Symetry

Looks nice. I'm a fan of larger version though (just my preference) but I can see why smaller map is better for MP games.
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  #2  
Old December 15th, 2007, 10:07 PM

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Default Re: (Not really) new map : World of Symetry

Twan:

Are you already working on a new map? I would love to see a nice big mag for teams For even 20 people at once.
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  #3  
Old December 16th, 2007, 12:27 AM
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Default Re: (Not really) new map : World of Symetry

I don't plan to make one like WoG for 20 players in a near future (I've two big unfinished maps in the 400-700 provinces category I will perhaps release one day, but more classical and not made with the goal of balancing start positions).

I also have another project for World of Geometry 1st version, a nasty version to play in team allied against the AIs (with Pharaex, the worshipers of enslaved gods, the underworld trolls, etc... as AI nations...).
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Old December 16th, 2007, 02:13 AM

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Default Re: (Not really) new map : World of Symetry

Nice!

I don't like to play on maps any larger than this, so this is perfect for me. Especially as it doesn't have special provinces or anything. Great for my kinda SP games.

Thanks a lot Twan :]
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  #5  
Old December 16th, 2007, 04:49 AM

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Default Re: (Not really) new map : World of Symetry

Twan:

Sounds like a great thing. I like to play 2 against AI They will be allied, right?
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  #6  
Old December 16th, 2007, 08:12 AM
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Default Re: (Not really) new map : World of Symetry

Quote:
Zeldor said:
Twan:

Sounds like a great thing. I like to play 2 against AI They will be allied, right?

I have a more sadic project with a little more AIs on the map :
- 24 worshippers of enslaved gods armies (using their nations modded to play in ME, with starting armies at their actual positions, agressive and not allied with anybody)
- Guards of Pharaex (owning the borders of the plain, allied with Pharaex, here to limit his expansion untill there is a hole in their line, will mostly have strong PD and immobile commanders)
- Keepers of the Gateways (starting with the gateways provinces, allied with Pharaex)
- Revolted Big Monsters (owning the second cave province of each road to the gateways, not allied with pro Pharaex factions but they and the keepers will have an high PD to prevent the other faction of invading them fast -the two will be defensive and should rather expand some time in the underworld- ; the first province of each road will be indie but with a sufficient army to prevent a rush of the big monsters against the players)
- A troll/troglodyte/gnome Nation (owning a realm of secondary underworld provinces, allied with the revolted monsters and blocked by them untill they are defeated by players or keepers)
- Pharaex Empire (starting with the plain, strength determined by indie setting ; his modded nation will produce more big monsters in his capitol - not too often, they will cost 1000 ressources or so and lots of gold ; I will use indie setting to allow the player to set the strength of this nation (all Pharaex provinces except Eternia will be attacked by indies in turn one, the higher their strength will be, the weaker he'll start)

All factions but the troll nation and Pharaex won't be full nations - capitols won't be connected with the main map (and they'll have immobile placeholder pretenders there).

To resume my idea :
- the player(s) nations have to defend themselves in early game against the nearest followers of enslaved gods armies (also if some of these factions survive and success to make or take forts / developp a strong army they may end making holes in the plains guard and so allow the main Empire of Pharaex faction to exit the plain)
- if the players start to expand in the underworld, revolted monster faction will be freed, if they invade them keepers and troll factions will be freed too ; and if they reach a gateway, Pharaex Empire will be able to counter attack in the underworld
- anyway if the players wait too much, revolted monsters or keepers will be destroyed, and the trolls will free Pharaex faction themselves (and may even win, taking Eternia before the players)

(for the moment it's just an idea, I've just made the map version with more white pixels for the special nations capitols, modding all the special nations/editing the map will take some time, and probably far more to have things working as expected)

ps @Zeldor : don't forget to re-send your orders for King of the Isle
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  #7  
Old December 16th, 2007, 07:24 PM

Panpiper Panpiper is offline
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Default Re: (Not really) new map : World of Symetry

I'm not quite clear on your intent. Are you talking about basing this 'sadic' (sadistic?) map on World of Geometry or World of Symetry? I'm hoping it's an adventure upgrade of the World of Geometry myself.
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  #8  
Old December 16th, 2007, 05:53 AM
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Default Re: (Not really) new map : World of Symetry

Quote:
Twan said:I also have another project for World of Geometry 1st version, a nasty version to play in team allied against the AIs (with Pharaex, the worshipers of enslaved gods, the underworld trolls, etc... as AI nations...).
I like this idea. I bet Gandalf will like it too. He loves to play SP games on large maps with allied AI's.

I don't mind playing that either.
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  #9  
Old October 21st, 2008, 03:16 AM

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Default Re: World of Symmetry

Hello, I am playing on this map currently in a multiplayer game. And I discovered that one of the water provinces (154) is mistakenly treated as a land province by the game.
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  #10  
Old November 10th, 2009, 12:03 PM

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Default Re: World of Symmetry

Quote:
Originally Posted by Janlm View Post
Hello, I am playing on this map currently in a multiplayer game. And I discovered that one of the water provinces (154) is mistakenly treated as a land province by the game.
I just corrected that. I also corrected another neighbour error between 148 and 154.

See the attached file for the corrected version!

Nice map!
Attached Files
File Type: zip worldofsymmetry.zip (1.46 MB, 209 views)
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