8-Qualizer Map (80x80 multiplayer map for 8 players)

Calanthian

Emperor
Joined
Nov 16, 2010
Messages
1,419
Location
Netherlands
MULTIPLAYER MAP


Step 1: Inspiration for the '8-Qualizer' Map


This map is in design. It is based on a suggestion of Eclipse4449 to build a civ map based upon a 8 player Ladder Map from StartCraft: Big Game Hunters.

As the map is geared towards multiplay I let you follow the process.
Suggestions are welcome.

The only thing I got to work with was this map, but it got the creative juices flowing ;) :

 
Step 2: Map making goals


Studying the above map led to the following goals / items to be added :

1) Balanced starting position for all 8 players

2) Some chokepoints on the map (narrow point with hills and forest)

3) Furthermore the most and best resources in the center

4) Spread all other resources across the map:
some northern resoruces (e.g. fur, deer), some southern resources (banana, win etc.), some eastern and some western.
>>> Then you have reason for war and trade.

5) Make sure everybody has copper in the start.

6) Put a large barb city in the center, with some developed improvements (copper, horse and iron). (optional)

7) Make land / sea crossing (like an "X", give these rivers). Then all rivers are connected and all lands are connected.
These can be crossed by sea forces if one posesses the fortress at this location.

8) Place some little islands with crucial resources in the rivers to make sea war also interesting.

9) Make land at some points one tile wide (so by building a fort somebody can go from one body of water to the other.

10) Make it a visually appealing map (this will come step-by-step)

11) Name points of interest for increased immersion.

12) Increase level of interaction between players by making landbridges. This allows for naval or land invasions, or both ;)

13) Make map wrap both from north-to-south and from east-to-west (again increased interaction and more possibilities)
 
Step 3: Decide on map size

Elements:
- 8 players
- 1 center area
- each player should have sufficient land space to make 8 to 12 cities

Below you see the result of this step:
* mapsize 80 x 80
* the yellow and orange squares are 5 by 5 areas in which a city can thrive

 
Step 5: Move the blocks around

Goals:
- create similarity to the map in step 1
- while keeping the goals of step two in mind



- The black dots are the points where the fortresses will be built. So these allow travel form one body of water to the next.

- the center black dot is the big barbarian city

- the green dots are players starting positions

- the red dots is a mountain (point of reference and point where rivers may start)
 
Step 6: Decide on terrain spread (high level)

As the goal of the map is 'equality without boredom' I came up with the following method.

1) of the fifteen 5x5 areas each player has, the following terrains are used:

4 grassland (orange)
4 plains (yellow)
2 forest (light green)
2 jungle (dark green)
2 desert (pink)
1 hills (gray)

I also created 'narrow land connections' and 'jump points' (a point where the sea is only one tile wide) between players.
Each player has a connection to the center, 2 narrow land connections and one jump point.

PS. the 5x5 areas are used as this is the largest brush in the Worldbuilder
PS2. don't worry: when I go to the mapbuilder I'll add step by step more map characterics. At this point it is still about the rough map desgn.


 
Step 7: Start the Worldbuilder

Now I implemented the above design in the world builder map.

Here I am making the area of player 4 (the one left of the center). You still see some of the big 5x5 areas, while I am adding already some features..





Another example: here is the area of player 1 (upper left corner) which is already starting to look okay..

 
It's funny that I just logged on with the intent of making a BGH map, and here you just posted one. I love the work you've done, however I think it's a bit too big.

I would also suggest that you maybe make the middle and the land bridges tundra areas, so nothing can be built there. That would force a more SC style of play.
 
I'll make the land bridges as follows:

- 'behind' the fortress (the black dot) will be the tundra (suggestion sourboy)
- that area will be connected to the tundra area of the axis next to you (suggestion eclipse)

(EDIT)

Here is the next version:
- the new brown areas are the tundra's (see above)
- furthermore I added a large island close to the center between players which DON'T share a tundra connection.

 
Now I really should get back to my job ;)

But here's a last update:

- Made sure naval civs got equal opportunity: added coves in each player area, so the player gets the option to build his capital (blue dot) near the sea

- Furthermore added barbarian cities on the big islands near the center

 
Update:

Decreased land for each player to ensure bigger drive to the center (or to each other)



Work is proceeding nicely, but I have quite some real life stuff to do, so a little bit slower as intended.
 
Making good progress, but little time..

About half the map is in finalized stage. I think it takes another week.

The first time we play it I want to make it an invitational..
 
don't forget to place an unreachable-by-land fort in the extreme bottom-right corner so people can plant siege tanks bombers in range of that players start location

what? It's balanced, we all had a 1/8 chance of getting that spawn
 
Back
Top Bottom