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Showing posts from April, 2017

Total War: Warhammer Map Creation (continued)

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A small update from my last post regarding my map for total war: Warhammer. I've added some aesthetic improvements as well as some layout changes for gameplay reasons. Mainly the "left flank" of the map has been reworked, moving the small end of the river into the lake region to improve visuals. The may reason for changing the "left flank" is to draw players attention to that side of the battlefield as an alternate route of attack, but more clearly (It was usable before, but squeezing through 1 unit at a time wasn't fun - naturally. This area of the battlefield now houses several large rocks and a dragon skeleton. Ideally, this is visible - clearly - from most places on the battlefield, to draw the attention of the commanders to utilize this region, in addition to the bridges. As mentioned above, the red section was moved from left to right and now sits within the previously empty "lake/pond" - The areas in blue have been added, with some

Total War: Warhammer Map Creation

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I decided to have a go at map making again, it's been a long time since I've had a crack at a new map editor/game engine. And what better engine that Terry! (The Terrain Metadata Editor). After quickly getting to grips with the editor I started making an overly large map for standard pitched battles. The editor boasts a huge plethora of assets to cater to a designers desires for theme/pacing/visuals and so on. After playing a good many hours in Total War, the general map layouts are relatively simple at a glance. A few small caveats to take into consideration when creating a map. Map Size  Player Size (1v1 / 2v2 / 4v4 ) Balance Interesting terrain deformation ? Map size is relative to player size, naturally. The more players on a map the larger the battlefield can be, and thus the better utilized the terrain elements can be (Having a 4v4 with 1 choke point would be a mostly boring match, watching 1 unit fight 1 unit until someone runs out of troops). Adding in