Creating a Map for Competitive Play: 2021-03-05 03:44:37 |
joculatrix
Level 55
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Is anyone here actually good at Warzone? Because I'm not. I want to make a map that's actually viable for competitive / ladder games, since the majority of maps I've made are based on Diplo gameplay or some weird gimmick. So broadly to competitive players, what makes a good map for ladder?
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Creating a Map for Competitive Play: 2021-03-05 20:38:28 |
RainB00ts
Level 48
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I hate the Landria/Biomes bonus system. It is not necessary in my opinion. Just pay attention to the shapes of territories and bonuses and put some variety into them and play a lot of games with the map from every position so you can balance it.
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Creating a Map for Competitive Play: 2021-03-05 20:45:19 |
KG_142
Level 38
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It's not good maps that the strategic community needs, it's good templates.
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Creating a Map for Competitive Play: 2021-03-06 17:35:39 |
Bring * back! ⌛sucks!
Level 62
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Creating a Map for Competitive Play: 2021-03-06 18:01:46 |
Checkmqte
Level 61
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I agree with much of what was said above
The most important thing to understand (beside size which ppl have already talked about) is bonus efficiency and balance. This is what Norman was talking about, but a bit more in-depth:
If there is a bonus that is 5 territories for 4 armies per turn and a bonus that is 5 territories for 3 armies per turn, the 5 for 4 is more efficient, because it requires spending fewer armies per income, and is thus stronger. This means that a bonus that's 6 for 5 is more efficient than a bonus that's 3 for 2, despite both being n-1, because 6/5 = 1.2 while 3/2 = 1.5, so the ratio of territories you have to take to income is better.
How does this factor into map making? Maps have to be balanced to be strategic. If a map has a few bonuses that are clearly much stronger or much more efficient than all the others, that map will be less strategic, because picking that map is "forced": i.e. you'll have to pick the same bonuses every game because they're just much stronger than others. The ways you can make maps balanced, but interesting, is by doing a combination of efficient and inefficient bonuses (as in there are a mix of 5 for 3 and 5 for 4 bonuses), but using the inefficient bonuses intentionally. There are two ways this can be done:
a. You can make bonuses that are safer less efficient. For example, if a bonus has like 3 double borders that would have to be defended, it's going to be a weaker bonus, so by making the bonuses around it less efficient and making it efficient you can remedy that. This makes it more interesting for players - they can pick a less efficient bonus to counter a more efficient one, but that could sacrifice their own income, and so it gives more options in picking. One example similar to this is the Caucuses bonus in MME. While this bonus is 6 for 5, so more efficient in terms of territories, it has a lot of double borders and even a triple border, so it's harder to defend if you go for it.
b. You can create "dead zones." Dead zones are areas where a lot of bonuses are inefficient. This can help break up the map. People have mentioned that you tend to make larger maps. If you felt constrained by the usual smaller size of strategic maps, you could make the map a bit bigger (not a tonnn bigger but a fair bit) but add some dead zones. This makes the map still play as if it's smaller, helps break up the map a bit, and allows more options for bonuses while still making some bonuses more important and more strategic. An example of this is the map of French Brawl: the bigger bonuses in the South are less efficient, and in most games this makes them go unpicked, but in some games they do get picked, and (if they're safe) can be quite strategic since they're larger bonuses.
Edited 3/6/2021 18:03:28
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