WH2.5 Old World Map by Psychic_Llamas

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
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Location
Western Australia
Here is a map i made of the Old World for the WH2.5 Mod.

it is 130x130, has 21 civs (the Skaven have multiple starts, you never know where theyre gonna pop up ;) ) i have enlarged the oldworld and albion for more interesting gameplay. Araby and part of the Southlands are in, as well as the Mountains of the Ogre Kingdoms.

here is the link: CLICK ME
(screenshot in post 2)

If you want to play this map but you don't have the Warhammer mod or any of the patches, you can find them HERE

can someone plase post a screenshot for me? i would be eternally grateful :)


Happy civing:D


EDIT: i have also made a zoomed in version of only the OLDWORLD and the badlands.
click HERE to Download it :)
 
:goodjob:

and here's the preview, attached at the end (click for larger pic)

some questions though:
- was the "opening" of the Sour Sea intentional ?
- why place both greenskin civs on the edge right next to each other, when there's enough place for at least one to be placed in the actual location (e.g. the Iron Fort)
 

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Wow! Nice map! I'll try to play it if I have the time...and that's a big "if", because lately I don't have time for anything other than my job and my gf. If only someone would help me by placeing resources in the right place on my map that would help me a great deal.
 
Thanks for the screenie embryodead :)

thanks for the quick feedback too :)

by the 'opening' to the sour sea, do you mean the "straights of nagash" and the "Broken teeth"? or the length of the canal leain to the sour sea?

about the greenskins: i could not find 'the Iron Fort' on my map, so i pulled out the army book and lo and behold! i found 'the Iron Rock' labled with the Ironclaw Orcs next to it :crazyeye: i have mooved the start location for the orcs there. thanks for the fix ED:p

ive also moved the goblins to thier rightful place and put another possible skaven start just south of the old gobbo start. ill post the updated map after a few more changes have been made.

@ Scytail: if you post the lastest version of your map w/out resources, ill place them for you if you like, and then you can edit the bits you dont like :p

Thanks for the tips guys :)
 
Yes the Sour Sea is where the straits of Nagash flow from. It's normally surrounded by mountains and doesn't connect to the western mainland (a pass is alright though).

And yeah I meant Iron Rock :crazyeye:

About resources: there should be plenty of Gromril near Black Waters (the lake near the Dwarfs' startloc, a meteor crater); and the only known source of Brightstone in WH is Mount Gunbad (east of Black Waters).

Just an idea: the southernmost skaven starting location, in the jungle below Lahmia, it could possibly be a Slann startloc also. While "the" Slann Empire is located in Lustria, its "other" part is located in Southlands. Not exactly there, rather below Araby, but still.

NB I like the way you did the oases in the south (the ponds surrounded by closed rivers) :)
 
Oh! i see now :lol: ok, ill put some more mountains and hills on the Western side of the sour sea ;)

thanks for the resource tips :) gromril makes sense, but goblins with brightstone? sorry, but i find that a bit hard to belive :lol: ill take your word for it though, but i might still keep some near Athel Loren, Brightstone strikes me as a very elfy resource, they like shiney things ;)
 
Oh! i see now :lol: ok, ill put some more mountains and hills on the Western side of the sour sea ;)

thanks for the resource tips :) gromril makes sense, but goblins with brightstone? sorry, but i find that a bit hard to belive :lol: ill take your word for it though, but i might still keep some near Athel Loren, Brightstone strikes me as a very elfy resource, they like shiney things ;)

What's most likely; that you don't know what you're talking about, or that embryodead lied you straight in the face? :mad:

And do you really think the goblins lived there forever?
 
What's most likely; that you don't know what you're talking about, or that embryodead lied you straight in the face?

And do you really think the goblins lived there forever?

SIR YES SIR!!:bowdown: :crazyeye:
 
I tested both Maps, and IMO the "Old World Only" Map is your MasterPiece, cause of the interesting placement of the dwarf staring location. The position is not economically interessting, but by millitary view its a very interesting position!!!! The way through the high mountains is a great idea, and produced a lot of fun since the invention of flying units.

The big Old World Map has a lot of flaws in my Opinion,
-cause the Lhamina Position is quite weak, this city grows very very well, but only two to three shields shouldn`t be enought for a starting location
-the arabian, shouldnt have so much economically interesting territory, cause he`ll be a too large empire, not so much water, so he didn`t irrigate so much.
-I like Lhamians a lot, but with the new patch the are much weaker now, and the have the smallest territorry, cause the slann is near, and the Lhamian citys are quite weak, cause they have no grows at all, only hills are not enough, no irrigation of the desert.
-the arabian leads in three of five games, cause of his big territory.
- a merit is the positioning of the starting location of the chaos dwarf, its quite beautiful and proper to the warhammer history.
- the starting position of the scaven to the southeast of the chaosdwarf is quite good as well!!
- have you checked bigdogs Maps, the are very interesting, cause you`ve only two luxurys max per civ, interesting idea!!
-@your old world only map, too much gold, too much luxurys, more bonuses to the Kislev, more bonus wine and sheep bonus to the high moutain location, so the dwarf can have cities with population of 6! The Location south of the chaos dwarf shouldnt have so much bonus.No luxuries to the Bretonian, is that intended??
-@old world only For hotseat or normal game if you play skaven the starting position is quite interesting but for the KI its hell, in three of five games she never leaves her position, cause the Tilea gets all, whats left. If you want to build a Road at the early beginning of the game through the mountains the estalia has beast you by building the cities 20 to 30 rounds before you finished the road.

But again your zoomed in old world map is quíte the best map for warhammer!!!

Try it out, guys.
Benson
 
in the Rise and Fall of the Roman Empire Mod you can upgrade an Army.
If you upgrade an Army it leaves the old units, its quite interesting for the warhammer mod.
Another intersting feature is that you can build an Portus Mercatorius, which you can use to transfer one unit to another Portus M. Is it possibile to implend such things to warhammer?? Maybe you have to build an Sawmill, you need timber and a harbor, the suiddoc gets it automatically. The Editor says it allows air trade.
 
I'm currently working on a kind of scenario based on the Old World Only map, after also having greatly modified it. So:
- may I speak about this (and later post the file) in this thread, or do I have to creat a new one in the scenario section ?
- do I have to write somewhere who was the original author of the map and, if yes, where ?
 
1. It'd probably be best to post it in a new thread, and maybe make a preview thread in the main C+C forum.
2. It isn't compulsory, but I would anyway. Just make a .txt file and put credit and notes there :)
 
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