what to say, tis is not my first map ... have trigers is very simple and fun, just try it, and you'll see ... i think is good ..
||The Conquerors 1.0c
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"Teams Extreme" is a multiplayer map that is supposed to offer easiness, high possibilities of winning and something new to the downloaders, as its name characterizes it. It's a good-for-newbie map, but could do better.
The beginning is extraordinary with all that huge amount of resources next to your base. Triggers enhance your potentialities by increasing your resource stockpiles periodically. I could develop, expand and create whatever i wanted.
This nice idea, though, is placed in a map not so pleasing-the extensive and plain grass did not enthuse me. The only thing i could do, except my development, was to cross the bridges and face my enemies. No alluring paths or eye-candy spots, just going around.
A map must keep the players' interest high, not just offering the basic materials and a bridge to defend.
The map's appeal and gameplay are fairly simple, but much emphasis is given to balance. All the players start with an equal amount of initial resources (including those next to them) and the steady increase of stockpiles is the same. They share the same land with their allies and are not allowed to create navy. Not to forget the same bridges-center.
You did great setting up a multiplayer map where everything is fair, although paying more attention to the others aspects of it as well would benefit a lot more.
The title of the map lets us think of something never seen before, or, even a different view of multiplayer gaming. The fact is, the map is extreme, but not to a good point of view.
There is an endless resource increase. Very useful, but it turns out to become a tiring routine that does not let players act normally and creatively. Defending the bridges is crucial, as long as there is no other alternative to engage in the enemies' territory. This is a good, but becomes boring after some time.
Been the first work of yours, it tries to show potentiality and interest, but can not correspond appropriately.
Map Design: 1
In order to play a game, it must be beautiful and keep enthusiasm high, so that it becomes enjoyable and useful. The only scene of this map is: Extensive grass fields including simple road paths, few trees near the players' bases (been the same kind) and plain rivers separating the map. There're bridge connections, but that is the least important part of the map.
It is always preferable to use the already existing random maps and manipulate them the way you want rather than picking up an empty map, adding only some water and resources. The map does not need merely to be playable; it needs to be pretty and natural as well.
The map lacks a story, but includes some hints and scouting. Hints alert the players about their supposed-to-be goals and intentions. Scouting simply inform about each team's locations.
They are comprehensive and, most of it, useful. It's a pity that there is no theme or plot.
Keeping going is the key to improvement and success. It is a start, the only thing remaining is improving. You can look what others create and play many multiplayer games. They will help you have a better opinion of what people want to see and play.
We hope to see more works from you.