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MongolWars maps

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Post by ^HUN^ Sun 27 Jul 2008, 02:04

Watch this space, new maps under construction.
I decided to drop my O_ map tag, 'MongolWars 01' has been completed and had a dry run online. I am going to try to get 10 new maps ready for the unveiling of the new units.
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Post by ^Glyndwr^ Sun 27 Jul 2008, 13:21

This would make a good addition to the Mongol battles.

Upload as a mappack?

I was impressed with the 'MongolWars 01'.
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Post by barocca Mon 28 Jul 2008, 02:13

a little top down pic?
(expand the radar map maxx)

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Post by ^Glyndwr^ Mon 28 Jul 2008, 11:38

Here it is....
MongolWars maps Mongol15

Perhaps post some screenshots for you later.
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Post by barocca Mon 28 Jul 2008, 13:47

MongolWars maps Monk411
this is my recollection of a custom doragon map,
this was a large map, the lowest terrain is the yellow plains, yellow to dark brown is increasing altitude,
green is trees, purple was temples, the island of trees could hide a max of two units one behind the other, (i made the island too wide in the image btw, you could march 2 units either side of it easily) . the highest terrain, and most defensible was the dark brown, but you could get no more than 4 units wide and two deep up there, light green to dark green is increasing altitude tree covered, the very dark green was hilly tree covered,

you could defend around the temples - but the trees and temples made cohesion and control difficult
BUT you had good fields of fire except down the far left (looking at map above) - but that was a long way to march, and cav would be hard pressed in the trees. (it was still doable)
you could defend the (dark brown) hilll at the back right with good fields of fire on the approach, but you were very limited with how many troops you could fit up there. (the trees along that side were slightly uphill)

i dont think i still have a copy of this map, and if i do it woul be a shogun format.

INCIDENTLY this was an extremely interesting map for an attack against campers who stayed down the bottom,
BOTH the clumps of trees actually had hills behind them and each group of trees had a "pass" through them at roughly 30 degrees left and right (i have not drawn the bottom ede quite deep enough.

I used to excel on this map attacking either end in thick fog - actually i was a demon on most any map in thick shogun fog - surprising some famous players on more than one occaision by sneaking 3/4 of my troops into their rear while keeping them tied up with a small detachment that i would fade in and out of the fog, run across their front while hidden and then fade in and out at from a different angle


Last edited by barocca on Mon 28 Jul 2008, 13:59; edited 1 time in total

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Post by ^Glyndwr^ Mon 28 Jul 2008, 13:51

Some screen shots....

View across the map.
MongolWars maps Screen10

View of two players creating one army
MongolWars maps Screen11

View from opposite side of map
MongolWars maps Screen12

The idea of this map is to give no side an advantage.

The two players creating one army is something that we have been discussing.
One takes infantry and missiles the other takes all cavalry.
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Post by ^HUN^ Mon 28 Jul 2008, 18:53

Yes, I wanted to create a fairly open area for the main battle to take place. The map has features, there are areas where units can be hidden but no really obvious advantages to either side.
I think my old 'Mizuland', 'Realm' and 'Ulus' maps have been played to the extent that players are now aware of the best attacking and defending options. The STW textures (by far the best) are available, so expect some interesting maps.
While on this subject, I would like to see a few more winter battles for variety.
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Post by ^Glyndwr^ Mon 28 Jul 2008, 23:04

^HUN^ wrote:While on this subject, I would like to see a few more winter battles for variety.

That can be arranged the next time we all meet up. Very Happy

We could even run one each of Spring..Summer.. Autumn..Winter battles.
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Post by ^HUN^ Tue 29 Jul 2008, 00:38

The more variety in games, the better. There are so many ways to play this game.
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