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FEPlanet Forums _ Fire Emblem Tactics Online _ Map submissions

Posted by: Jeff May 6 2008, 06:50 PM

If you have any maps, and you're willing to donate them to me, post them here. Keep in mind that the map must be suitable for this game (fairly balanced in terms of terrain, one village/chest per player, that sort of stuff).

Thanks in advance. happy.gif

EDIT: For map dimensions, no larger than 36 tiles wide, and 40 tiles tall.

Also, please do not put grids on the maps.

Also, do not save your map as a .jpg. Save it as a .png instead.

Posted by: nyroc65 May 7 2008, 06:04 AM

How do you make maps??

Posted by: Kovu May 7 2008, 07:03 AM

QUOTE(nyroc65 @ May 7 2008, 04:04 AM) *
How do you make maps??

You design and sprite maps using these tools: (links)
http://img509.imageshack.us/img509/1689/mappieces1bf3.png
http://img509.imageshack.us/img509/9008/mappieces2hw7.png
http://img227.imageshack.us/img227/640/mappieces3qn0.png
http://img.photobucket.com/albums/v238/LurkerHunter/MapSquares.png (with grid)
http://img108.imageshack.us/img108/1741/ntemplate8yi.png

You can do so on Paint.

~ Kovu

Posted by: Feaw May 7 2008, 02:34 PM

I just use screenshots of GBA Chapters and use Gamemaker to paste the tiles.

Well, here are three maps I made for Makaluv:

A Snowy Map:

Left team should start all west of the nothern-most river tile, in the woods.
Right team should start a bit below the right cliff.
Making the northern village for the right team, and the middle village for the left team.
Flyers, however, change everything here.
Castle can be used for whatever, I put it in for show, but do with it whatever you like.

A Castle Map:

Not much to say about this one. Nothing, in fact sealed.gif .

Another Castle Map:

Carpets indicate starting spots.
Each team has it's own chest and can all open it at turn 2 (with the exception of the middle team,
which can on day 1).
Only thing that maybe needs to be changed it, is that the eastern-most treasure room may need a 4th entrance, making it faster accessible (and 4-symmetrical as well), it should have a cursor-like shape then.

Well, those are my maps for now, enjoy them oh.gif

Posted by: The Muffin Man May 7 2008, 04:18 PM

Are chests required? If so, I'll have no trouble pasting them in, but if not, I've elected this map for submission at this time.



Massive war cackle.gif

Posted by: Nate River May 7 2008, 04:30 PM

QUOTE(Cugar @ May 7 2008, 05:18 PM) *
Are chests required? If so, I'll have no trouble pasting them in, but if not, I've elected this map for submission at this time.



Massive war cackle.gif

Can't be anywhere near that wide, and I'm pretty sure doors and cracked walls don't work.

Posted by: Foe May 7 2008, 04:35 PM

Bigger does not mean better.

Posted by: The Muffin Man May 7 2008, 04:35 PM

QUOTE(Nate River @ May 7 2008, 04:30 PM) *
QUOTE(Cugar @ May 7 2008, 05:18 PM) *
Are chests required? If so, I'll have no trouble pasting them in, but if not, I've elected this map for submission at this time.

[img]http://i45.photobucket.com/albums/f80/Lnbrown/EPICCASTLE_complete-1.png[img]

Massive war cackle.gif

Can't be anywhere near that wide, and I'm pretty sure doors and cracked walls don't work.


Lame. I'll dig through my archives for something else.

EDIT: How about this:

Posted by: maseck May 7 2008, 07:28 PM

Didn't see this. Read the second post.
http://www.feplanet.net/forums/index.php?showtopic=28790&pid=474120&st=0&#entry474120\
Now give me back my 50% mark. Also, fliers can fly all over that map!!!

Posted by: Kovu May 7 2008, 08:33 PM

QUOTE(Foe @ May 7 2008, 02:35 PM) *
Bigger does not mean better.

Indeed.
I need to be able to load these maps kthx.

~ Kovu

Posted by: Feaw May 8 2008, 04:06 AM

Any comments about my pwnzorz maps? oh.gif
I'll make more by the time nod.gif .

Posted by: maseck May 8 2008, 03:19 PM

Weird chestlyness on two. One squeezes the players and there is no insentive to explore to the whole extent. Two gives the middle player an advantage over two chest at that squeeze point. Yours were the only compitition for the map in my link.

I'd say the map in my link wins because it offers something unique aka. two set up spots for each team(Each go \_ to make a nice fair map) and there are no sudden loses from one thing.

Posted by: Assasins4life May 8 2008, 03:22 PM

Heres my map. Team one should start at the very north near the road. Team 2 should start at the southern room with the pillars

Posted by: maseck May 10 2008, 09:54 AM

I gave you a out side map but you just ignored me. sad.gif Here's my new CASTLE MAP!!! You fool look at what you have done!!!
http://imageshack.us
http://g.imageshack.us/g.php?h=255&i=gardencastlewg4.png
Placements
http://imageshack.us
http://g.imageshack.us/g.php?h=240&i=castlegardenplacebz6.png
Anything I need to add/remove?

Posted by: Emerald Wyvern May 10 2008, 12:05 PM

Alright, I dug through my ImageShack and found two maps. One just needed some Villages added, that's the one I'm adding at the bottom of this post. The other needs a bit reworking for it to work properly. Regardless, here is the map in two forms, one with borders and one without.


http://img120.imageshack.us/img120/6509/map1tiledrp2.png


http://img120.imageshack.us/img120/6651/map1notileshu4.png

I can't give exact coordinates for unti placement as I haven't started FETO yet and thus I don't know how many can go on each map, so I'll leave that up to you.

Posted by: Foe May 10 2008, 12:28 PM

stop making ridicuously huge maps

stop making maps that take 5 turns just to get each side to actually start fighting

please noes.gif

Posted by: Swordwraith May 10 2008, 11:58 PM

QUOTE(Foe @ May 10 2008, 12:28 PM) *
stop making ridicuously huge maps

stop making maps that take 5 turns just to get each side to actually start fighting

please noes.gif


Or you could, you know, put a greater number of players on them, thereby lessening the aggregate distance, thereby making it so you don't have to move five turns to start fighting.

Only a handful have been really overly large.

Posted by: ...*facepalm* May 11 2008, 04:10 AM

QUOTE(Foe @ May 10 2008, 01:28 PM) *
stop making ridicuously huge maps

stop making maps that take 5 turns just to get each side to actually start fighting

please noes.gif

If Emerald Wyvern's map is "ridiculously" huge, I don't know what the fuck is smaller.

I may come up with another map, though it's not going to be the whole '100 unit map (20 units for each player, 5 player map' that SaS has BEEN asking for. It'll be a small map so that Foe can just shut up. XD

Posted by: Bunny May 11 2008, 05:00 AM

Would any tileset work, or does it have to be FE7-8?

Posted by: Hystrix May 11 2008, 07:16 AM

We need more two player maps that isn't Final Destination.

Like... Spann Island. e_o

Posted by: chronofreak May 11 2008, 11:00 AM

I have a cool idea for a 2-on-1 map, but I want if there's a way to limit the number of units on certain teams? Like, would there be a way to set the limit to 10 for one team and then only 6 for the other two teams?

Posted by: Bunny May 11 2008, 01:01 PM

Create a second map outlining unit placement. Do that, and you'll be somewhat hard to refuse. At the worst, a bit of balance will be thrown in.

Posted by: chronofreak May 11 2008, 10:02 PM

Wait, what? Elaborate, please.



In the mean time, here are two similar maps I just made.


A small map for up to four teams, maybe only four units per team. Terrain tiles and walls make encounters more interesting. The teams start in the four corners of the map.


A slightly larger version of the previous map. More chests and even more terrain tiles further complicate scuffles. Up to four teams begin at the edges of the map (N, S, E, W) behind the walls. Maybe a maximum of six units on a team.

These maps are intended for 4-team battles.

I can change anything unfavorable.

Posted by: Bunny May 11 2008, 11:47 PM

Take a map you've made. Copy it. Turn tiles where you want unit to be placed as a blue color.

Posted by: chronofreak May 12 2008, 12:09 AM

There, like that?

Posted by: Chairman Mao Zedong May 13 2008, 02:00 PM

QUOTE(Hystrix @ May 11 2008, 08:16 AM) *
We need more two player maps that isn't Final Destination.

Like... Spann Island. e_o

Spann Island?

I think I can do that. cat.gif



Units go in the bottom 3/4 rows of the corner sections.

Posted by: Staticpulse May 13 2008, 02:52 PM

Someone mentioned Spann Island, so I got to working on it. In the meantime, you all can enjoy Bean Island.



And here's Spann Island


Posted by: The Muffin Man May 13 2008, 04:53 PM

I have a better understanding now.

If this gets accepted I'll outline unit placement;

Posted by: Hystrix May 13 2008, 08:52 PM

QUOTE(Staticpulse @ May 14 2008, 03:52 AM) *

It's exactly how I saw it in my dream.

Posted by: Jeff May 13 2008, 10:11 PM

I'll try and add a few of these maps today and tomorrow - there's quite a backlog of them, and maps, especially larger ones, are fairly time-consuming to do. noes.gif

Posted by: chronofreak May 14 2008, 12:55 AM

I just added a tiny bit of contrast to my maps to make them less foggy-looking. Just letting you know in case you use my maps and you haven't started them yet.

Posted by: Jeff May 14 2008, 02:07 AM

Spann and Bean Island are added, and I'll probably do Maseck's Octagon tonight as well.

Posted by: maseck May 14 2008, 06:53 PM

I was going to fill out the maps terrian info and I noticed that you changed it on me. Can you provide somewhere so we don't have to look it up by looking in battles. I don't feel like filling it out now. tongue.gif

Posted by: Misha May 14 2008, 07:40 PM

I've been wondering. Does standing on a hill/in a forest/on a keep increase your evasion/defense, or is it just there to add color to the landscape?

Posted by: Roy Mustang May 14 2008, 07:45 PM

QUOTE(Mint @ May 14 2008, 09:40 PM) *
I've been wondering. Does standing on a hill/in a forest/on a keep increase your evasion/defense, or is it just there to add color to the landscape?


I do believe they affect your Dodge and Defense.

Posted by: Spammalanche May 14 2008, 07:53 PM



This is a 2 on 2 map. =D

Two teams start out near the throne, the other two near the bottom by the villages. Also, the thicker trees act like walls.

Posted by: Mr. Sirius May 14 2008, 09:15 PM

QUOTE(Mint @ May 14 2008, 05:40 PM) *
I've been wondering. Does standing on a hill/in a forest/on a keep increase your evasion/defense, or is it just there to add color to the landscape?


Forests give 20 Avd and 1 DEF.
I think what you mean by hill is what is known as a Mountain Tile, and those give 20 Avd and 2 DEF.

Posted by: Jeff May 14 2008, 10:02 PM

QUOTE(Spammalanche @ May 14 2008, 08:53 PM) *


This is a 2 on 2 map. =D

Two teams start out near the throne, the other two near the bottom by the villages. Also, the thicker trees act like walls.

Could you remove the grid please? dry.gif

Posted by: Mr. Sirius May 14 2008, 10:39 PM

Honestly, having to remove the grid (I have no gridless tiles) is the only reason why I'm not submitting maps.

Posted by: chronofreak May 14 2008, 10:53 PM

I have a question: if you've already opened one treasure chest in a battle, are you allowed to open another? I'm just asking because I was in a 3-team battle on Battlefield and each team opened their own chest, but when one of the guys went for the last chest his unit didn't open it, even though he was just one space away. Now he's in range yet again, and here's what happens when I click on the movement:

The chest isn't a blue space, so that means he can't move on it.

I'm asking because I want to know if it's a waste to place more than one chest per team on a map.

Posted by: Jeff May 14 2008, 10:56 PM

The chests are only activated if the corresponding player is in the battle.

I'm assuming there's no Green player in that battle?

Posted by: Spammalanche May 14 2008, 11:10 PM

Sorry. Here it is sans grid.


Posted by: chronofreak May 15 2008, 12:06 AM

QUOTE(Marcia's Bitch @ May 14 2008, 11:56 PM) *
The chests are only activated if the corresponding player is in the battle.

I'm assuming there's no Green player in that battle?

Yes, no green.

So should I go back and get rid of the extra middle chest in my second larger map because all 5 chests won't be able to be opened, or should I keep it there in case one of the teams decides not to go off and get a chest in the corner but go for the one in the middle instead? (Could it even work like that?) Also, should I add more chests to my first, smaller map, or is 1 chest enough? I had intended it to be fought over, but should there be a chest for each team?

Posted by: u8magum May 15 2008, 08:31 AM

QUOTE(Spammalanche @ May 15 2008, 12:10 AM) *
Sorry. Here it is sans grid.


mmmmmmmmmmmm me like

Posted by: u8magum May 15 2008, 08:52 AM

I would like to submit this map



Posted by: .:JackAxl:. May 15 2008, 09:49 AM

QUOTE(u8magum @ May 15 2008, 06:52 PM) *
I would like to submit this map




Wow I really like this..If you can pass through from the corner end of the maps(left and right side) You know those doors....Cuz that makes it more..interesting.

Posted by: Spammalanche May 15 2008, 10:24 AM

Lolz @ taking maps straight from the game.

Gotta get a bit more creative than that tongue.gif

Posted by: Harlequin May 15 2008, 10:34 AM

I hope your not taking credit for making that map, because it's one of the levels of Fire Emblem 7... unimpressed.gif

Posted by: u8magum May 15 2008, 10:51 AM

QUOTE(Dark Mark @ May 15 2008, 11:34 AM) *
I hope your not taking credit for making that map, because it's one of the levels of Fire Emblem 7... unimpressed.gif

I never took credit for it confused.gif ...im just submitting it....and yes i know its Kinship's Bond from FE7. Are we not allowed to use maps from FE games? If not sorry for submitting it

Posted by: Roy Mustang May 15 2008, 11:36 AM

QUOTE(u8magum @ May 15 2008, 12:51 PM) *
Are we not allowed to use maps from FE games? If not sorry for submitting it


Yeah,we can't use FE maps.
Or atleast this is what was told to me.

Posted by: Dak May 15 2008, 01:46 PM

Why not? That map has the right size and is perfect for this game; I don't understand why it can't be used just because it's from the game.

Posted by: Jeff May 15 2008, 01:46 PM

I don't have a problem with it, provided they aren't completely imbalanced. That one looks like it would make a good map for this, though.

Posted by: Feaw May 15 2008, 02:25 PM

Why don't you add my maps?
Are they too imbalanced, or too big, or too whatever?
Tell me what I did wrong and I'll correct it.

Posted by: Jeff May 15 2008, 02:31 PM

I haven't gotten around to it yet.

Adding maps is extremely time-consuming, so I only do a few at a time.

Posted by: Paperblade May 15 2008, 05:58 PM

QUOTE(Mr. Sirius @ May 14 2008, 08:39 PM) *
Honestly, having to remove the grid (I have no gridless tiles) is the only reason why I'm not submitting maps.


You can download Mappy and the FE tilesets and make maps in there, it's really easy, and the only thing annoying at all is that since it doesn't save in .png or .bmp format, you have to Print Screen and paste it into Paint.

Posted by: Kovu May 15 2008, 09:31 PM

QUOTE(Marcia's Bitch @ May 15 2008, 12:31 PM) *
I haven't gotten around to it yet.

Adding maps is extremely time-consuming, so I only do a few at a time.

I can imagine. Having to split the map into every single 16x16 tile. Having to determine which units can move how far on each of those tiles. And determining terrain bonuses/penalties for each tile.

~ Kovu

Posted by: Jeff May 15 2008, 09:32 PM

Oh, no, it's not quite like that. I just have to tell it what terrain type each tile is. tongue.gif And the coordinates for each unit's starting position.

Still a pain in the ass, though.

Posted by: Kovu May 15 2008, 10:20 PM

Ok. So it's moderately less annoying. Still a ton of busy-work though.

~ Kovu

Posted by: Feaw May 16 2008, 01:30 PM

Well, sorry for my impatience then :/

Oh and uhh Sirius, I can give you map pictures and Game Maker, or another program where you can make maps with ease, if you'll come on MSN that is (which would be Monday, as you said). So see me then.

Posted by: nyroc65 May 16 2008, 10:12 PM

This is my first map ever so i think it's preaty good. sweat.gif the rugs are where the players would start, and the throne room is JUST FOR SHOW.

Posted by: Feaw May 17 2008, 05:05 AM

QUOTE(nyroc65 @ May 17 2008, 05:12 AM) *
This is my first map ever so i think it's preaty good. sweat.gif the rugs are where the players would start, and the throne room is JUST FOR SHOW.


Would be great if the map was actually visible pinch.gif .

Posted by: .:JackAxl:. May 17 2008, 05:47 AM

I can make a war map...you know of 50 Units each side..but one on one though...if you want one I can make one marcia..

Posted by: Roy Mustang May 17 2008, 10:07 AM

QUOTE
how do get it visible?


Upload it in Imageshack,photobucket or somewhere else,and when you are posting click in the insert image button.
Then insert the image's link and it should be visible.

Posted by: maseck May 17 2008, 10:58 AM

It would really be better if this topic was in the suggestion sub-forum.

Posted by: darklink May 17 2008, 03:37 PM



Here is a simple ship map that I whipped up. Basically, it is like the FE8 map, except with a ship in the middle. Oh, and the way I made it, having two players is the only way to do it. I guess 4 would work too though if I added a chest in the bottom of each outer ship, though 3 players wouldn't be balanced.

Posted by: .:JackAxl:. May 17 2008, 04:04 PM

For two players I think its awesome..But someone can even run away to the bottom of the map with a flying unit..then?

Posted by: darklink May 17 2008, 04:21 PM

QUOTE(OmegaAxl @ May 17 2008, 04:04 PM) *
For two players I think its awesome..But someone can even run away to the bottom of the map with a flying unit..then?


If somebody is a sore enough loser to do that then, imo, they deserve to be banned. I guess I could cut off some of the bottom water, but somebody could still hide up top anyway.

Posted by: Matt May 17 2008, 04:54 PM

I would like to submit a map
its a small tower map, 8 units per player, 2 players
this is the full map


and this is the map that indicates player positions, player one starts at the bottom of the tower and player 2 is at the top

Posted by: .:JackAxl:. May 17 2008, 05:00 PM

QUOTE(Matt @ May 18 2008, 02:54 AM) *
I would like to submit a map
its a small tower map, 8 units per player, 2 players
this is the full map


and this is the map that indicates player positions, player one starts at the bottom of the tower and player 2 is at the top


Hey sweet map..But whats the point of the right side of door? And theres only 3 units space for the top person to re spawn on this map lacks space for the person who starts at the top

Posted by: Matt May 17 2008, 05:05 PM

QUOTE(OmegaAxl @ May 17 2008, 06:00 PM) *
Hey sweet map..But whats the point of the right side of door? And theres only 3 units space for the top person to re spawn on this map lacks space for the person who starts at the top


ok im not quite sure what you mean by "right side of door" (please explain)
but if you add all of the stair spaces it seems like theres plenty of room for the player at the top
thnx

Posted by: chronofreak May 17 2008, 05:58 PM

I would like to ask Marcia these questions again...

QUOTE(chronofreak @ May 11 2008, 12:00 PM) *
I have a cool idea for a 2-on-1 map, but I want if there's a way to limit the number of units on certain teams? Like, would there be a way to set the limit to 10 for one team and then only 6 for the other two teams?

^Very much like the Ship Battle map (20 vs. 10 and 10), but the sides won't be even; I used the example 10 vs. 6 and 6 (10 vs. 12, duh). The reason is that the larger team will be defending and will have terrain tiles on their side to help.

QUOTE(chronofreak @ May 15 2008, 01:06 AM) *
QUOTE(Marcia's Bitch @ May 14 2008, 11:56 PM) *
The chests are only activated if the corresponding player is in the battle.

I'm assuming there's no Green player in that battle?

Yes, no green.

So should I go back and get rid of the extra middle chest in my second larger map because all 5 chests won't be able to be opened, or should I keep it there in case one of the teams decides not to go off and get a chest in the corner but go for the one in the middle instead? (Could it even work like that?) Also, should I add more chests to my first, smaller map, or is 1 chest enough? I had intended it to be fought over, but should there be a chest for each team?

Posted by: Roy Mustang May 17 2008, 11:14 PM

QUOTE


I'm pretty sure Doors aren't allowed in maps,as Snags and broken walls.

Posted by: nyroc65 May 18 2008, 10:17 AM

QUOTE(nyroc65 @ May 16 2008, 11:12 PM) *
This is my first map ever so i think it's preaty good. sweat.gif the rugs are where the players would start, and the throne room is JUST FOR SHOW.

there... woot.gif plz coment. i wont make any more mistakes like that agian. facepalm.gif

Posted by: Roy Mustang May 18 2008, 11:13 AM

Uh...the map is a JPEG...it should be a PNG.

But it is a very good map.

Posted by: nyroc65 May 18 2008, 12:25 PM

QUOTE(Shunsuke @ May 18 2008, 12:13 PM) *
Uh...the map is a JPEG...it should be a PNG.

But it is a very good map.

pissed.gif darn, i'll fix it...

Posted by: Nintenlord May 18 2008, 12:27 PM

QUOTE(Paperblade @ May 16 2008, 01:58 AM) *
and the only thing annoying at all is that since it doesn't save in .png or .bmp format, you have to Print Screen and paste it into Paint.

Export -> Current layer as big picture saves the map as .BMP.

Posted by: Roy Mustang May 18 2008, 02:21 PM

Remade the image as PNG...


Posted by: Deck Knight May 18 2008, 04:46 PM

I decided to make a small 2P map. Think of it as a more varied version of FD. I would call it either "Broken Bridge" or "Floatsam and Jetsam". Players would start on the 9 spaces (or however many you would like) in front of the Castles.


Posted by: Assasins4life May 18 2008, 07:33 PM

Another take at a map
7 units each starting places are around the treasure chests. If its a 2 on 1 team its the northern tow players vs. the south

Posted by: ...*facepalm* May 18 2008, 07:53 PM

QUOTE(Assasins4life @ May 18 2008, 08:33 PM) *
Another take at a map
7 units each starting places are around the treasure chests. If its a 2 on 1 team its the northern tow players vs. the south

The map needs no grids.

Posted by: TimKing May 19 2008, 03:04 AM

Well, I've been secretly doing a map for a couple days the hard way and I came up with one I'm proud enough to submit.

It's essentially a vertical Final Destination, if you will. I had dubbed this area "Hell", but to make the name more Fire Emblemy, I guess a name like "The Abyss" might fit more. Contains your standard 2 chests and whatnot. Intended for 2 player use.


Raw Map:



Map showing where unit placement is:


Also, since my map uses a different color for the chests, I uploaded the opened frame for the chest as well, just in case.

Posted by: .:JackAxl:. May 19 2008, 03:27 AM

QUOTE(TimKing @ May 19 2008, 01:04 PM) *
Well, I've been secretly doing a map for a couple days the hard way and I came up with one I'm proud enough to submit.

It's essentially a vertical Final Destination, if you will. I had dubbed this area "Hell", but to make the name more Fire Emblemy, I guess a name like "The Abyss" might fit more. Contains your standard 2 chests and whatnot. Intended for 2 player use.


Raw Map:



Map showing where unit placement is:


Also, since my map uses a different color for the chests, I uploaded the opened frame for the chest as well, just in case.

OMG! This map is awesome..marcia you HAVE to put this map...hellll *Drools*

Posted by: Zeiss May 19 2008, 02:47 PM

I make my maps in paint. Is that okay? I don't have any balanced ones, but I can make some if you don't mind Paint PNGs.

EDIT: Seeing as I'm completely impatient, I made a balanced map without waiting for a reply.



I hope the format is acceptable, and the map is good for it. I call it Opposing Dynasties, but if you do decide to put it in, call it whatever, I don't mind.

ANOTHER EDIT:

Stupid me, forgot chests. I added them in on this map, but they look kind of tacked on... I can widen the map and put in villages instead if you give the word.


Posted by: Roy Mustang May 19 2008, 03:07 PM

Suggestion:Why not count the castles as villages/chests?

And,if I'm not mistaken,the quallity of the image is of a JPEG.

Posted by: Jeff May 19 2008, 03:11 PM

I can just the castles as villages.

EDIT: And yeah, does look fairly jpeggy.

Posted by: Zeiss May 19 2008, 03:13 PM

No, I'm sure it's a png.

http://i258.photobucket.com/albums/hh256/jayjaydfromgamespot/OpposingDynasties2.png

I think the tileset I used to make it was a JPEG. Do you have a PNG one?

EDIT: Yeah, my tiles are in a JPEG format. If you could show me to a PNG tileset, I'd appreciate it.

MAJOR EDIT:
Found some tiles and...
PNG'mfied!


Posted by: The Muffin Man May 19 2008, 08:59 PM

QUOTE(TimKing @ May 19 2008, 03:04 AM) *
Well, I've been secretly doing a map for a couple days the hard way and I came up with one I'm proud enough to submit.

It's essentially a vertical Final Destination, if you will. I had dubbed this area "Hell", but to make the name more Fire Emblemy, I guess a name like "The Abyss" might fit more. Contains your standard 2 chests and whatnot. Intended for 2 player use.


Raw Map:



Map showing where unit placement is:


Also, since my map uses a different color for the chests, I uploaded the opened frame for the chest as well, just in case.



That's rawsome.

Better go in.

Posted by: General Tso's Albatross May 19 2008, 09:28 PM

Do we still need 2 v 2 maps?
Because I was going to make the Venus or Mars Lighthouse Aerie as soon as I find my GS player's guide.

Posted by: chronofreak May 19 2008, 10:12 PM

I'll submit my 2 vs. 1 map as soon as I hear the answers I'm expecting from my questions directed at Marcia.

Posted by: Zeiss May 20 2008, 06:38 AM

Okay so here is my PNG'mfied map...


Also, I was thinking of making a sort of maze-like castle, would that be acceptable?

Posted by: Bunny May 20 2008, 09:32 AM

Let's see how well this works out. I made two maps.



I wanted some simple one on one asymetrical action. The houses can't count as chests, I suppose.



This was meant as a Flier's paradise, and could be played well with 4 or 5 units. It can also run as a fairly long Free For All match.

Posted by: Roy Mustang May 20 2008, 11:39 AM


.
I recognize this from FE6 somehow,but this doesn't count.
Pretty good map for one-on-one matches.
And why can't the houses count as chests/villages?



Good map,though I think you should add some more bridges,to give that feeling of mazes.
This was just a personal comment,so don't worry about it.

Posted by: Bunny May 20 2008, 11:48 AM

I meant 'can' count as chests. Minor typo.

Cool thing is, these didn't take very long.

Anyway, as for comments, yeah, I used a FE6 map as a stepping stone for the first map - Chapter 13. As for the second match, I wanted it to be a maze, but I dropped that in order to make the map a bit less lengthy and tedious. A few Fliers can seriously reduce the length of turns spent on the map. And in a second draft, I maximized the bridge count. I'll post that a bit later if you'd like to see it, but once again, I cut down on the detail to speed the map up a bit.

Posted by: LurkerHunter May 20 2008, 12:18 PM



How's this? It's from the days of ECW, I have a version with a different (and much cooler) palette but it's gridded. irritated.gif There aren't chests, but those can be added. This map would probably fit a 2vs1 battle or the like. Any comments?

Posted by: Jeff May 20 2008, 10:56 PM

I've added four maps so far; all three of Feaw's, and another bridge one that someone posted (let's see who's the first to get what I'm referring to in the name. XD.gif)

More coming too, I'll probably do another few more tonight, depending on when I decide to go to bed.

Posted by: chronofreak May 20 2008, 11:47 PM

Here, you can add this one while you're at it.

...

A "defend the fort" type of map. It's designed to be 2 vs. 2; Blue and Green vs. Orange and Red. The attacking teams (Orange and Red) can use two more units than the other two teams can, but the defending teams (Blue and Green) have the advantage of terrain tiles and bottleneck channeling.

The houses are used as villages.

If either the attacking or defending side seems at too much of an advantage, let me know so I can change it.

Posted by: nyroc65 May 21 2008, 02:45 PM

are balistae usable? hmm.gif

Posted by: Zeiss May 21 2008, 02:55 PM

So mine wasn't good enough, then?

Posted by: nyroc65 May 21 2008, 05:44 PM

QUOTE(WyvernRiderMark @ May 21 2008, 03:55 PM) *
So mine wasn't good enough, then?

i feel like that too... rolleyes.gif only Shunsuke has ecknowledged my map even existes...

grin.gif thanks Shunsuke for the help.

Posted by: Mr. Sirius May 21 2008, 06:44 PM

Be patient guys, it take SaS quite a bit of time to put a map up.

Let's see....
/me searches through his logs

Announces SaS's going to start adding a whole bunch of maps...
33 minutes later, Winter Wonderland is done.

53 minutes later, Treasure Castle is done.
Took 5 minutes to persuade the gold amount on a win to be essentially cut in half.

75 minutes later, That F****** Bridge is done.
Took 26 minutes to persuade a name change to something less offensive.

Yeah, that's all what I have.

Basically, he takes a while, alright? He also was up until 5 AM this morning his time, and right now he's at work. Cut him some slack, okay?

Posted by: stilts May 21 2008, 07:01 PM

No, he is our personal slave.

Posted by: Zeiss May 21 2008, 07:18 PM

I wasn't complaining, just asking. I should've been clearer, but that's what I was asking.

Posted by: Bunny May 21 2008, 11:50 PM

Can I ask if there is any specific design you'd like for a map?

EDIT: Here's a map. 1 on 1, 8 units, very small map, 1 defensive square.


Posted by: nyroc65 May 22 2008, 05:47 AM

QUOTE(Mr. Sirius @ May 21 2008, 07:44 PM) *
Be patient guys, it take SaS quite a bit of time to put a map up.

Let's see....
/me searches through his logs

Announces SaS's going to start adding a whole bunch of maps...
33 minutes later, Winter Wonderland is done.

53 minutes later, Treasure Castle is done.
Took 5 minutes to persuade the gold amount on a win to be essentially cut in half.

75 minutes later, That F****** Bridge is done.
Took 26 minutes to persuade a name change to something less offensive.

Yeah, that's all what I have.

Basically, he takes a while, alright? He also was up until 5 AM this morning his time, and right now he's at work. Cut him some slack, okay?

gotcha...

Posted by: Jeff May 22 2008, 10:32 AM

QUOTE(Mr. Sirius @ May 21 2008, 07:44 PM) *
Be patient guys, it take SaS quite a bit of time to put a map up.

Let's see....
/me searches through his logs

Announces SaS's going to start adding a whole bunch of maps...
33 minutes later, Winter Wonderland is done.

53 minutes later, Treasure Castle is done.
Took 5 minutes to persuade the gold amount on a win to be essentially cut in half.

75 minutes later, That F****** Bridge is done.
Took 26 minutes to persuade a name change to something less offensive.

Yeah, that's all what I have.

Basically, he takes a while, alright? He also was up until 5 AM this morning his time, and right now he's at work. Cut him some slack, okay?

This. Depending on the size of the map, and how many other things I'm doing at the same time, it can take 30 minutes to an hour to do one.

Posted by: LurkerHunter May 22 2008, 11:20 AM

I found another map on my Photobucket that might be suitable, even though it's basically from FE6.


The castle and village could be the "chests," or the village could be the only chest and have it be a race for the village.

Posted by: RocketTK May 22 2008, 01:17 PM

Ever wanted to have a truly intense match?
Ever wanted to play on a map that made every battle an epic, edge of your seat, battle of pure wits, will, and luck?
Well, then this probably is not the map you were looking for, good sir.

This map is designed for straightforwards ease of use, and speed. Because sometimes you want a really quick game. the pillars are pretty much the only shelter you can hide behind in the room. You should be able reach your opponent in two turns, assuming they don't move forwards, or that "YOU'RE (not) TOO SLOW" five units apiece lets the room grow crowded, while not overly crowded. There is no where to chicken out and run to in this map, unless like, theres only two units left on the other team, but then you can only run for so long.

this is my first map, and I think it came out OK.
I intentionally made this map this small, and simple.




I did not have the fancey colored square things you guys use at this point in time, but when I find them/someone links me to them, I can quickly replace these horrid looking ones I used just to show you guys the basic idea.



also, as this IS my first map, I would enjoy C+C if possible, either vai post or PM.

and yes, there are no chest.

Posted by: darklink May 22 2008, 07:23 PM

QUOTE(RocketTK @ May 22 2008, 01:17 PM) *
Ever wanted to have a truly intense match?
Ever wanted to play on a map that made every battle an epic, edge of your seat, battle of pure wits, will, and luck?
Well, then this probably is not the map you were looking for, good sir.

This map is designed for straightforwards ease of use, and speed. Because sometimes you want a really quick game. the pillars are pretty much the only shelter you can hide behind in the room. You should be able reach your opponent in two turns, assuming they don't move forwards, or that "YOU'RE (not) TOO SLOW" five units apiece lets the room grow crowded, while not overly crowded. There is no where to chicken out and run to in this map, unless like, theres only two units left on the other team, but then you can only run for so long.

this is my first map, and I think it came out OK.
I intentionally made this map this small, and simple.




I did not have the fancey colored square things you guys use at this point in time, but when I find them/someone links me to them, I can quickly replace these horrid looking ones I used just to show you guys the basic idea.



also, as this IS my first map, I would enjoy C+C if possible, either vai post or PM.

and yes, there are no chest.


I like it, but the pillars and throne do not have shadows (look at in-game maps to see what I mean, the pillars and throne are supposed to cast a shadow) then I am no expert, but I think the left wall needs to cast a shadow too. Not that any of that matters game play wise though, it would just make it look better.

Then I suggest moving the pillars mid-way between the two players. They seem to be closer to the top player.

Posted by: Jeff May 22 2008, 09:10 PM

Also, the problem with this is player 1 will be able to attack player 2 on the first turn, so, I'm thinking it should be a bit longer. And throw in a chest on either side, perhaps, or I could make this map one that gives higher gold. hmm.gif

Posted by: RocketTK May 22 2008, 09:50 PM



I think I added the shading properly, let me know if I did not.

I also made it about 3 tiles longer. maybe four, but I think I decided on 3

Also, I would rather not have a chest on this map if at all possible, it just wouldn't fit right with me, if you REALLY need some, I guess I could put them, but...

Posted by: LurkerHunter May 24 2008, 03:20 PM

Chests are an added incentive for someone to play your map, it's nice to be able to walk away a battle with an item even if you lose.

Posted by: Jeff May 24 2008, 10:56 PM

I can just increase the monetary reward. Good for getting promotion items and stuff, and you also have the freedom to choose whichever items you want.

Posted by: maseck May 25 2008, 06:13 AM

The cover would work better for player two since it's closer.

Posted by: RocketTK May 25 2008, 08:51 AM

so picky. =P
just kidding, its fine.


there, now its even from both starting positions.



Posted by: Zeiss May 25 2008, 02:36 PM

It looks uneven, but I put it in paint and counted, and it is even.

I don't know why... it just looks closer to Player 2. Probably because of the snow and stairs.

Posted by: maseck May 25 2008, 04:39 PM

http://imageshack.us
http://g.imageshack.us/g.php?h=165&i=difortvi2.jpg
The player's first set of units start on the fort and the second set is assualting a fort. I call this master piece di-fort or di-front. Any questions?

Posted by: Roy Mustang May 25 2008, 05:30 PM

Why's it a JPEG?

Posted by: Staticpulse May 25 2008, 06:59 PM



A desert map. Four armies start in the four corners. I've called it Desert Oasis, but that seems awfully generic and bland.

Posted by: RocketTK May 26 2008, 10:34 AM

ok, basically, a good friend of mine, jyap, came up with the idea of an hourglass map.

I hastily made one



BUT, I was wondering, can flying units go over ALL walls? or can walls be set where flying units may not fly over them.
because if they can fly over them, this map is their playground. and they grasp an advantage.


Posted by: maseck May 26 2008, 10:38 AM

QUOTE(RocketTK @ May 26 2008, 11:34 AM) *
ok, basically, a good friend of mine, jyap, came up with the idea of an hourglass map.

I hastily made one



BUT, I was wondering, can flying units go over ALL walls? or can walls be set where flying units may not fly over them.
because if they can fly over them, this map is their playground. and they grasp an advantage.

There is a Desert type tile in FETO so can you make the tiles look more like the one above yours but cool map. Sorry for the harse critisism.

Posted by: RocketTK May 26 2008, 11:01 AM



like so?


also blue pretty much fills up the biggest row in the top of the hourglass, straight.

red is the bottom of the bottom bulb.

Posted by: Jeff May 26 2008, 12:41 PM

Tee hee, Triforce.

I don't like the choke point in the bottom of the map - think you could make it two wide, or three, as to not throw off the symmetry? Thanks.

EDIT: Also, perhaps replace the forts with the 1 tile Villages like the ones in a couple chapters in FE8 and stuff? Unless you intended for them to be forts, that is.

Posted by: RocketTK May 26 2008, 02:56 PM



added extra row to each side, was not sure what houses you were talking about, so I guessed.
I thought the forts were fancy looking villages, you can probably tell who has not played a lot of FE.

I beta named this stage Phantom Hourglass, for obvious reasons. But feel more than free to change it at will.

Posted by: .:JackAxl:. May 27 2008, 01:59 AM

QUOTE(RocketTK @ May 27 2008, 12:56 AM) *


added extra row to each side, was not sure what houses you were talking about, so I guessed.
I thought the forts were fancy looking villages, you can probably tell who has not played a lot of FE.

I beta named this stage Phantom Hourglass, for obvious reasons. But feel more than free to change it at will.


Best map...everrrr...I would like two villages though..ah well..

Posted by: RocketTK May 27 2008, 12:26 PM

i made two more maps so that y'all can tell me what I have done wrong some more, eventually I will stop doing wrong.

first is this, It was originally my idea, and JYAP, and another friend of mine, Anonymiss, decided on other stuff it needed.



its basically made for FFAs. where its actually one big FFA, and not, as I've noticed a lot, two 1v1s followed by the two surviving teams having a 1v1.
It is beta named "The Colosseum."

then I got bored, and played around a bit, and made this



unit placement is just mirror'd for the other side.

This one is beta named "Dragons Den."

Posted by: Emerald Wyvern May 28 2008, 07:16 PM

I noticed something after checking through all the maps that had been submitted. We don't have any maps that are in villgaes with regular houses and stuff. It is because of that I created this one.



And then with unit placement...



I just called it "Village Battle" while I was creating it.

Posted by: Jeff May 28 2008, 07:49 PM

Problem - player 2 could take player 3's village before player 3 gets to act. Could you perhaps make it a bit bigger, and space the three out a bit more, perhaps?

Posted by: Emerald Wyvern May 28 2008, 08:29 PM

I took your advice, SaS, and changed the map a little bit. This is what I got.



And with unit placement...



To compensate for the extra room, I added in more Forests and one more unit to add per team.

Posted by: Jeff May 28 2008, 08:46 PM

That's great, thanks. happy.gif

I'll add it to my to add list.

Posted by: RocketTK May 28 2008, 09:51 PM

was there anything needing a change on my two newest?

Posted by: chronofreak May 28 2008, 10:40 PM

QUOTE(PNS @ May 28 2008, 09:46 PM) *
I'll add it to my to add list.

I think everyone would be happy if you posted which maps you're planning to add, just to eliminate the whole "is my map going to be added??" thing.

(...At least then I'd stop http://www.feplanet.net/forums/index.php?s=&showtopic=28782&view=findpost&p=478007...)

Posted by: darklink May 28 2008, 10:56 PM

Are you going to think about adding other game modes?

I have a 3 vs. 2 only (I think that would work best; 2 players defend while 3 attack?) seize map if you are thinking about adding a seize mode.


Posted by: alchemistjikan May 29 2008, 08:42 AM

QUOTE(Cugar @ May 7 2008, 04:18 PM) *
Are chests required? If so, I'll have no trouble pasting them in, but if not, I've elected this map for submission at this time.



Massive war cackle.gif



Massive war is right.Love to play on that map

Posted by: Harlequin May 30 2008, 03:39 AM

I've got my first map ready for submission. Hopefully it won't be my last!



Hobbit Island

Its a 2 player map. The house near each players starting point is a 'treasure chest', plus there is an extra chest for each player in each of the other map corners.

This map should be fairly balanced. Fliers have the advantage of being able to traverse the map easily. However, there is lots of terrain like forests and mountains, so non-flying units have the advantage of terrain bonuses when fighting against flying units. Hopefully it can be included in the actual game.


Posted by: Mr. Sirius May 30 2008, 03:59 AM

I see a problem with the placement of the chests. The Red team can just send a 9 MOV horsie down the road and take the first chest and send a 9 MOV flyer to block passageway to the chest, making the Blue team require a 9 MOV flyer to take it before then.

Posted by: Harlequin May 30 2008, 04:20 AM

I thought that the maximum number of chests a player could open in a map was 2? Because I tried to open more than 2 chests in Treasure Castle and I couldn't.

If thats wrong I guess I could change it though.

Posted by: .:JackAxl:. May 30 2008, 06:25 AM

QUOTE(Dark Mark @ May 30 2008, 02:20 PM) *
I thought that the maximum number of chests a player could open in a map was 2? Because I tried to open more than 2 chests in Treasure Castle and I couldn't.

If thats wrong I guess I could change it though.


You answered your own question..

Posted by: Harlequin May 30 2008, 08:13 AM

So the maximum amount of chests you can open IS 2? Or isn't?

Posted by: Amoltamiss May 30 2008, 08:25 AM

QUOTE(Dark Mark @ May 30 2008, 08:13 AM) *
So the maximum amount of chests you can open IS 2? Or isn't?


You can only open as many chests as there are players.

If there are 2 players maximum in a map, you can only get 2 chests maximum.

It's to avoid chest grinding abuse.

Posted by: Chairman Mao Zedong May 30 2008, 08:41 AM

QUOTE(Amoltamiss @ May 30 2008, 09:25 AM) *
QUOTE(Dark Mark @ May 30 2008, 08:13 AM) *
So the maximum amount of chests you can open IS 2? Or isn't?


You can only open as many chests as there are players.

If there are 2 players maximum in a map, you can only get 2 chests maximum.

It's to avoid chest grinding abuse.

It depends on the number of chests available I believe. For this map since there are four chest spaces and there are two players each one can only get two.

However if it were a four player map with four chests then each person would only be able to get one.

At least that's what I think it is.

Posted by: Harlequin May 30 2008, 09:06 AM



Well, I've done another map anyway. If Mr. Sirius is right, use this map. If The Game is right, then use my first map.

In the map above, I've the made it so each of the extra chests is closer to one player. Even if the enemy has a flyer or horse with movement 9, they can't reach the enemy's chest before they can.

Posted by: Tsuki akari May 30 2008, 08:09 PM

QUOTE(Dark Mark @ May 30 2008, 07:06 AM) *


Well, I've done another map anyway. If Mr. Sirius is right, use this map. If The Game is right, then use my first map.

In the map above, I've the made it so each of the extra chests is closer to one player. Even if the enemy has a flyer or horse with movement 9, they can't reach the enemy's chest before they can.


I like this map. It looks like an interesting one to do a battle on.

Posted by: Roy Mustang May 31 2008, 10:57 AM

About the chests thing...

Suppose there are 2 people playing in a map that could hold at most 3 people, and has 3 chests.
The third chest becomes locked.That's it.

If some player forgets to open his chest,the other player CAN open it.

So the only limit is how many players are on the map,and not how many chests one player can open.


Posted by: Axel Almer May 31 2008, 11:04 AM

QUOTE(Shunsuke @ May 31 2008, 08:57 PM) *
About the chests thing...

Suppose there are 2 people playing in a map that could hold at most 3 people, and has 3 chests.
The third chest becomes locked.That's it.

If some player forgets to open his chest,the other player CAN open it.

So the only limit is how many players are on the map,and not how many chests one player can open.

Exactly, you can open as much chest as the amount of players of the corresponding chests(That is if Blue is playing then Blue's chest can be opened.)

Posted by: Prince_Ludwig May 31 2008, 11:25 AM

QUOTE(The Game @ May 30 2008, 09:41 AM) *
QUOTE(Amoltamiss @ May 30 2008, 09:25 AM) *
QUOTE(Dark Mark @ May 30 2008, 08:13 AM) *
So the maximum amount of chests you can open IS 2? Or isn't?


You can only open as many chests as there are players.

If there are 2 players maximum in a map, you can only get 2 chests maximum.

It's to avoid chest grinding abuse.

It depends on the number of chests available I believe. For this map since there are four chest spaces and there are two players each one can only get two.

However if it were a four player map with four chests then each person would only be able to get one.

At least that's what I think it is.

Meh. I opened three chests in a team battle (2 vs. 2) in Castle Battle. oh.gif

Posted by: Roy Mustang May 31 2008, 11:42 AM

QUOTE
Meh. I opened three chests in a team battle (2 vs. 2) in Castle Battle. oh.gif


Suspicious
Lucky you,and too bad for the other players.

Posted by: Amoltamiss May 31 2008, 09:10 PM

QUOTE(Prince_Ludwig @ May 31 2008, 11:25 AM) *
Meh. I opened three chests in a team battle (2 vs. 2) in Castle Battle. oh.gif


There you go.

There is a 2 vs. 2 battle in Castle Battle. There are 4 chests. The above poster mentions opening 3 chests. That's 3 out of the aforementioned 4. Since there are 4 players, it IS possible to get all 4 chests. You just have to be really lucky. Or the other players are complete idiots and forgot to make a mad dash to the chest.

Posted by: Prince_Ludwig Jun 1 2008, 04:39 PM

QUOTE(Amoltamiss @ May 31 2008, 10:10 PM) *
QUOTE(Prince_Ludwig @ May 31 2008, 11:25 AM) *
Meh. I opened three chests in a team battle (2 vs. 2) in Castle Battle. oh.gif


There you go.

There is a 2 vs. 2 battle in Castle Battle. There are 4 chests. The above poster mentions opening 3 chests. That's 3 out of the aforementioned 4. Since there are 4 players, it IS possible to get all 4 chests. You just have to be really lucky. Or the other players are complete idiots and forgot to make a mad dash to the chest.

Too bad my partner got the last one. He also blocked off green's access. Red got AET'd the entire battle. My partner didn't think going on the chest would do anything, so I went on it. I got that one, mine, and red's. smile.gif

Posted by: Jeff Jun 1 2008, 11:16 PM

Woo, added two maps. The Abyss, and also one from FE6 that I particularly liked.

Posted by: Harlequin Jun 1 2008, 11:56 PM

I've had a change of heart - if you add my map, instead of calling it 'Hobbit Island' can you call it 'Four Bridges'? Thanks.

Posted by: maseck Jun 2 2008, 02:21 PM

Can you put a maps on your to do list topic in the suggestions so we can know which maps you plan to add.

Posted by: u8magum Jun 4 2008, 08:09 AM

Here is my map submission. I DO take credit for this one. I actually made it. Behold the "Floating Fortress"





Edit: fixed to .PNG

Posted by: Amoltamiss Jun 4 2008, 08:43 AM

I thought maps were supposed to be in .PNG, not .JPG

Posted by: .:JackAxl:. Jun 4 2008, 09:47 AM

QUOTE(u8magum @ Jun 4 2008, 06:09 PM) *
Here is my map submission. I DO take credit for this one. I actually made it. Behold the "Floating Fortress"




Wow, That looks like a lame map, Nobody would even go inside the middle part, Just take the Forest terrain advantage

Posted by: u8magum Jun 4 2008, 09:47 AM

QUOTE(Amoltamiss @ Jun 4 2008, 09:43 AM) *
I thought maps were supposed to be in .PNG, not .JPG



How do i get it in to .PNG? Im doing it from photobucket btw

Posted by: .:JackAxl:. Jun 4 2008, 09:53 AM

QUOTE(u8magum @ Jun 4 2008, 07:47 PM) *
QUOTE(Amoltamiss @ Jun 4 2008, 09:43 AM) *
I thought maps were supposed to be in .PNG, not .JPG



How do i get it in to .PNG? Im doing it from photobucket btw


I even use photobucket and mine are .PNG you know why?Because your supposed to save it as .PNG, You must have made it .JPG by mistake

Posted by: u8magum Jun 4 2008, 11:09 AM

QUOTE(OmegaAxl @ Jun 4 2008, 10:53 AM) *
QUOTE(u8magum @ Jun 4 2008, 07:47 PM) *
QUOTE(Amoltamiss @ Jun 4 2008, 09:43 AM) *
I thought maps were supposed to be in .PNG, not .JPG



How do i get it in to .PNG? Im doing it from photobucket btw


I even use photobucket and mine are .PNG you know why?Because your supposed to save it as .PNG, You must have made it .JPG by mistake

Yup, your right i did. Fixed and thank you.

Posted by: Tauman Jun 4 2008, 01:46 PM

So, if the first map from the first wars game is here it makes you wounder where the first fire emblem map is. So Ive dedicated some of my time to recreate it in a very retro chick way.

I present for you Arr, matey!

And here is the grid for the same map, showing the positioning of the players, the locations is based on the game (or to be more exactly, a http://www.rpgclassics.com/shrines/nes/fe1/walkthrough1.shtml). also the gate at the villages is closed.

Posted by: Zeiss Jun 4 2008, 02:53 PM

QUOTE(Tauman @ Jun 4 2008, 02:46 PM) *
So, if the first map from the first wars game is here it makes you wounder where the first fire emblem map is. So Ive dedicated some of my time to recreate it in a very retro chick way.

I present for you Arr, matey!

And here is the grid for the same map, showing the positioning of the players, the locations is based on the game (or to be more exactly, a http://www.rpgclassics.com/shrines/nes/fe1/walkthrough1.shtml). also the gate at the villages is closed.


I don't know, I like the nostalgic feel, but the map clearly favours the red team in terms of terrain. You'd have to do something to equalise it, like toss in an extra blue character. That's just my opinion though.

Posted by: .:JackAxl:. Jun 4 2008, 03:19 PM

uhhh from which game did you take those pieces from?Since thats pretty old

Posted by: Zeiss Jun 4 2008, 05:45 PM

QUOTE(OmegaAxl @ Jun 4 2008, 04:19 PM) *
uhhh from which game did you take those pieces from?Since thats pretty old


That's the first map of the original Fire Emblem. I think he said that, and I remember playing it.

Posted by: chronofreak Jun 4 2008, 09:49 PM

QUOTE(Tauman @ Jun 4 2008, 02:46 PM) *


QUOTE(WyvernRiderMark @ Jun 4 2008, 03:53 PM) *
I don't know, I like the nostalgic feel, but the map clearly favours the red team in terms of terrain. You'd have to do something to equalise it, like toss in an extra blue character. That's just my opinion though.

Nah, I don't think an extra blue character is needed, just more terrain bonus tiles on the blue side. Forest and hill tiles in the in the area between and south of the fort and the three houses would be ideal.

Very original map idea, by the way; I give Tauman props.

Posted by: .:JackAxl:. Jun 5 2008, 05:19 AM

QUOTE(chronofreak @ Jun 5 2008, 07:49 AM) *
QUOTE(Tauman @ Jun 4 2008, 02:46 PM) *


QUOTE(WyvernRiderMark @ Jun 4 2008, 03:53 PM) *
I don't know, I like the nostalgic feel, but the map clearly favours the red team in terms of terrain. You'd have to do something to equalise it, like toss in an extra blue character. That's just my opinion though.

Nah, I don't think an extra blue character is needed, just more terrain bonus tiles on the blue side. Forest and hill tiles in the in the area between and south of the fort and the three houses would be ideal.

Very original map idea, by the way; I give Tauman props.


BUT, Maps like these won't be used

Posted by: Zeiss Jun 5 2008, 05:56 AM

Why not? They're Fire Emblem tiles, just old ones.

And I suggested an extra character because I think Tauman is trying to stay completely faithful to the original. I guess usability is more important, though, so some terrain should do the trick.

Posted by: Tauman Jun 5 2008, 07:12 AM

If it didn't come though clear enough its the first map in the original fire emblem game to nintendo 8-bit.

I have to agree that the map favours the pink/red player since they can quickly move to the hills, which seems to be the stronges defensive position in the map to me. So I moved around the units a little bit and came up with this.

Blue moves first, this gives the the opportunity to take control of the middle quickly, ofc if they place to slow units in the back row they would be unable to get backup in time, in general I do think that all kind of units have uses on this map for all players. Flyers can hide in the mountains, footmen can take over the hill, horses can get to the center quickly etc.

Generally speaking in turn based strategy game, if both players start out equally, the one who get the first move will always be able to keep an advantage in position. So if a map should be considered fair, the players should not have the same starting position, both sides should have different advantages and disadvantages (this sounds awfully similar to modern chess opening theory). Also it have the possitive side effect of delivering two maps in one, since the play style on the map is a bit different depending on wich colour you play.

Posted by: Zeiss Jun 5 2008, 04:24 PM

QUOTE(Tauman @ Jun 5 2008, 08:12 AM) *
If it didn't come though clear enough its the first map in the original fire emblem game to nintendo 8-bit.

I have to agree that the map favours the pink/red player since they can quickly move to the hills, which seems to be the stronges defensive position in the map to me. So I moved around the units a little bit and came up with this.

Blue moves first, this gives the the opportunity to take control of the middle quickly, ofc if they place to slow units in the back row they would be unable to get backup in time, in general I do think that all kind of units have uses on this map for all players. Flyers can hide in the mountains, footmen can take over the hill, horses can get to the center quickly etc.

Generally speaking in turn based strategy game, if both players start out equally, the one who get the first move will always be able to keep an advantage in position. So if a map should be considered fair, the players should not have the same starting position, both sides should have different advantages and disadvantages (this sounds awfully similar to modern chess opening theory). Also it have the possitive side effect of delivering two maps in one, since the play style on the map is a bit different depending on wich colour you play.


The mountains do seem like a huge advantage. If they are made into peaks that only fighters/assailants/fliers could enter... well, just an idea.

Posted by: Staticpulse Jun 5 2008, 09:20 PM

A map I made earlier today. Fort Setarconex.



The two armies start in the middle area on either side. Flyers should be able to cross over the railings. The staircases don't do anything; they're just there for asthetics.


No one ever commented on the Desert map I posted earlier. I know no one likes desert maps, but you gotta have at least one! And criticism is always appreciated.



Four armies start in the corners of the map. Extra treasures could be laid out in the sands, but that'd probably be to complex to implement currently.


Posted by: Zeiss Jun 6 2008, 05:46 AM

I'd move the bottom right house up or to the right 1 square, as it seems further away than the others.

Posted by: Tauman Jun 6 2008, 06:15 AM

@ Staticpulse: I completly agree with you that this game should have a dessert map, however, that map of yours dont have any dessert tiles in the middle of the map, wich kinde feels like missing the whole point of having a dessert map.

@ WyvernRiderMark: is there any difference between a peak and a mountain? As it is now I belive only flyers can move over mountains, wich essecially makes them equal to water in terms of game mechanics. Or did you mean the three hills? As for those I think that both sides have about the same ability to reach them. anyway, I dont really care to much about that map, if It aint fun as it is, I suppose there is no reason to push it around anymore. But the tiles is there if you want to do something about it.
____________________________
Just for the sake of it, Ive tried to create the smallest map possible while still being balanced and maintaining some gameplay. This miniature castle is 10x8.

No, the blue player can't take orange players chest unless the orange player allows it (or screws up).

Posted by: Zeiss Jun 6 2008, 06:19 AM

QUOTE(Tauman @ Jun 6 2008, 07:15 AM) *
@ Staticpulse: I completly agree with you that this game should have a dessert map, however, that map of yours dont have any dessert tiles in the middle of the map, wich kinde feels like missing the whole point of having a dessert map.

@ WyvernRiderMark: is there any difference between a peak and a mountain? As it is now I belive only flyers can move over mountains, wich essecially makes them equal to water in terms of game mechanics. Or did you mean the three hills? As for those I think that both sides have about the same ability to reach them. anyway, I dont really care to much about that map, if It aint fun as it is, I suppose there is no reason to push it around anymore. But the tiles is there if you want to do something about it.
____________________________
Just for the sake of it, Ive tried to create the smallest map possible while still being balanced and maintaining some gameplay. This miniature castle is 10x8.

No, the blue player can't take orange players chest unless the orange player allows it (or screws up).


Peak- in FE7, the brown mountains with 40 avoid, where brigands always pop up.
Mountain- the little green hills that cavalry can't cross.

And yes, if the blue player has a 9 movement flier, he can reach orange's chest first turn.

Posted by: Harlequin Jun 6 2008, 09:48 AM

Submitting my second map. This map was NOT made by me, it is a map from Advance Wars 2 - I just Fire Emblemised it. shift.gif

I present to you: 'Plus Canal'


A 4 player map with options for free-for-all or team games. Has a minimum of 5 characters, and a maximum of 10. I've split each persons deployment zone in half to make the tactics a bit more interesting. I hope this map is added because I think it would work really well for 4 player games.

EDIT: Also note the houses don't have anything in them, they're just there for their slight avoid bonus.

Posted by: Chino Jun 6 2008, 10:25 AM

QUOTE(Dark Mark @ Jun 6 2008, 09:48 AM) *
Submitting my second map. This map was NOT made by me, it is a map from Advance Wars 2 - I just Fire Emblemised it. shift.gif

I present to you: 'Plus Canal'


A 4 player map with options for free-for-all or team games. Has a minimum of 5 characters, and a maximum of 10. I've split each persons deployment zone in half to make the tactics a bit more interesting. I hope this map is added because I think it would work really well for 4 player games.

EDIT: Also note the houses don't have anything in them, they're just there for their slight avoid bonus.

If you Fire Emblemized it, then you did make it. wink.gif

Posted by: Tauman Jun 6 2008, 12:13 PM

QUOTE(WyvernRiderMark @ Jun 6 2008, 01:19 PM) *
QUOTE(Tauman @ Jun 6 2008, 07:15 AM) *
@ Staticpulse: I completly agree with you that this game should have a dessert map, however, that map of yours dont have any dessert tiles in the middle of the map, wich kinde feels like missing the whole point of having a dessert map.

@ WyvernRiderMark: is there any difference between a peak and a mountain? As it is now I belive only flyers can move over mountains, wich essecially makes them equal to water in terms of game mechanics. Or did you mean the three hills? As for those I think that both sides have about the same ability to reach them. anyway, I dont really care to much about that map, if It aint fun as it is, I suppose there is no reason to push it around anymore. But the tiles is there if you want to do something about it.
____________________________
Just for the sake of it, Ive tried to create the smallest map possible while still being balanced and maintaining some gameplay. This miniature castle is 10x8.

No, the blue player can't take orange players chest unless the orange player allows it (or screws up).


Peak- in FE7, the brown mountains with 40 avoid, where brigands always pop up.
Mountain- the little green hills that cavalry can't cross.

And yes, if the blue player has a 9 movement flier, he can reach orange's chest first turn.

Peak, ok, I see what you mean then, I was thinking about the terms used in this game, check it at the game mechanics.

And yes, that is what I mean with if orange allows it, they can simply use their first turn to block blue player from getting inside... The chest belonging to the first player can be exposed to the enemy without any real problem. Placing them in such a position may even put some extra decitions into the first move, something that I tried to do.

Posted by: Zeiss Jun 6 2008, 05:19 PM

QUOTE(Tauman @ Jun 6 2008, 01:13 PM) *
QUOTE(WyvernRiderMark @ Jun 6 2008, 01:19 PM) *
QUOTE(Tauman @ Jun 6 2008, 07:15 AM) *
@ Staticpulse: I completly agree with you that this game should have a dessert map, however, that map of yours dont have any dessert tiles in the middle of the map, wich kinde feels like missing the whole point of having a dessert map.

@ WyvernRiderMark: is there any difference between a peak and a mountain? As it is now I belive only flyers can move over mountains, wich essecially makes them equal to water in terms of game mechanics. Or did you mean the three hills? As for those I think that both sides have about the same ability to reach them. anyway, I dont really care to much about that map, if It aint fun as it is, I suppose there is no reason to push it around anymore. But the tiles is there if you want to do something about it.
____________________________
Just for the sake of it, Ive tried to create the smallest map possible while still being balanced and maintaining some gameplay. This miniature castle is 10x8.

No, the blue player can't take orange players chest unless the orange player allows it (or screws up).


Peak- in FE7, the brown mountains with 40 avoid, where brigands always pop up.
Mountain- the little green hills that cavalry can't cross.

And yes, if the blue player has a 9 movement flier, he can reach orange's chest first turn.

Peak, ok, I see what you mean then, I was thinking about the terms used in this game, check it at the game mechanics.

And yes, that is what I mean with if orange allows it, they can simply use their first turn to block blue player from getting inside... The chest belonging to the first player can be exposed to the enemy without any real problem. Placing them in such a position may even put some extra decitions into the first move, something that I tried to do.


And if blue goes first? I don't think turn order always stays the same.

Posted by: Chairman Mao Zedong Jun 6 2008, 05:24 PM

@Chino: The units are way too close together for the starting points there. Attacks can be done on the first turn, before everyone gets a chance to go. I'd suggest making it a bit taller so its a perfect square and start everyone just in the corners.

Posted by: Jeff Jun 6 2008, 05:25 PM

Orange always goes first, actually.

And there's also the possibility of blue killing off the unit that would otherwise take the chest.

I think it's better off just moving the chest elsewhere, imo.

Posted by: Zeiss Jun 7 2008, 06:47 AM

QUOTE(PNS @ Jun 6 2008, 06:25 PM) *
Orange always goes first, actually.

And there's also the possibility of blue killing off the unit that would otherwise take the chest.

I think it's better off just moving the chest elsewhere, imo.


Oh, that explains it. I thought it was just random. Sometimes I went first, sometimes I didn't... but looking back I see that was because some were orange, and some were green. Stupid me.

Posted by: Haar Jun 7 2008, 05:40 PM

QUOTE(WyvernRiderMark @ Jun 7 2008, 07:47 AM) *
QUOTE(PNS @ Jun 6 2008, 06:25 PM) *
Orange always goes first, actually.

And there's also the possibility of blue killing off the unit that would otherwise take the chest.

I think it's better off just moving the chest elsewhere, imo.


Oh, that explains it. I thought it was just random. Sometimes I went first, sometimes I didn't... but looking back I see that was because some were orange, and some were green. Stupid me.

There's also the fact that if orange was using (first tier) armours, they wouldn't be able to get in front of the doorway first turn.

If you're going to make a map where it takes more than one turn to reach the chest, it should take both players more than one turn. That map gives blue the advantage, because they can grab their chest on the first turn, while orange has to use two turns to reach theirs. It's not much of an advantage, but an advantage nonetheless.

EDIT:
QUOTE(Tauman @ Jun 5 2008, 08:12 AM) *
If it didn't come though clear enough its the first map in the original fire emblem game to nintendo 8-bit.

I have to agree that the map favours the pink/red player since they can quickly move to the hills, which seems to be the stronges defensive position in the map to me. So I moved around the units a little bit and came up with this.

Blue moves first, this gives the the opportunity to take control of the middle quickly, ofc if they place to slow units in the back row they would be unable to get backup in time, in general I do think that all kind of units have uses on this map for all players. Flyers can hide in the mountains, footmen can take over the hill, horses can get to the center quickly etc.

Generally speaking in turn based strategy game, if both players start out equally, the one who get the first move will always be able to keep an advantage in position. So if a map should be considered fair, the players should not have the same starting position, both sides should have different advantages and disadvantages (this sounds awfully similar to modern chess opening theory). Also it have the possitive side effect of delivering two maps in one, since the play style on the map is a bit different depending on wich colour you play.


Since I don't think non-GBA style maps will be used, I took this map and remade it with FE7 map tiles:



I ran into two problems making this though: I couldn't find and 2-height castles, so that may have to be swapped out for something else to get it exactly the same. Also, the village at the top-right of the map, when placed as it is on the original, blocks off the building behind it. Because of how they look on the old-style maps it's not noticeable, but since these fill the entire tiles, it didn't look right. So, I moved the village one tile to the right sealed.gif

And since the original creator didn't say which buildings would be the 'treasure chests', I assume it would be the two villages, and everything else for aesthetics/cover bonuses?

Some changes might need to be made, though, due to the aforementioned mountain problems.

Posted by: Harlequin Jun 8 2008, 05:22 AM

I like the remake Haar, but shouldn't the peaks and the hills be switched around? I mean, I thought the 3 rock formations were the hills, and the formations above them were the mountain peaks?

I'm just calling it as I see it, I could be wrong though.

Posted by: .:JackAxl:. Jun 8 2008, 06:34 AM

The Map Haar has created is One sided, Obviously the one who would start from the left side Which I presume would be orange has a Major Terrain advantage, It isn't balanced.

Posted by: Mekkah Jun 8 2008, 06:49 AM

nice nostalgia and all, but there's no way around that FE1 maps look shitty compared to the ones on FETO and FEGBA

EDIT: looks like im a page behind!

anyway As OmegaAxl is Saying it's a Little imBalanced

Posted by: maseck Jun 8 2008, 09:30 AM

Will 2 vs. 2 vs. 1, 1 vs. 1 vs. 1 vs. 2, or 1 vs. 1 vs. 2 work maps?

Posted by: Zeiss Jun 8 2008, 09:37 AM

QUOTE(Maseck @ Jun 8 2008, 10:30 AM) *
Will 2 vs. 2 vs. 1, 1 vs. 1 vs. 1 vs. 2, or 1 vs. 1 vs. 2 work maps?


You mean, with one side having double/half units to even things out? You said that in a confusing way. Explain, please.

Posted by: maseck Jun 8 2008, 09:48 AM

Something like ship battle but with more sides. A team battle with 3 to 4 teams.

Posted by: Haar Jun 8 2008, 11:14 AM

QUOTE(OmegaAxl @ Jun 8 2008, 07:34 AM) *
The Map Haar has created is One sided, Obviously the one who would start from the left side Which I presume would be orange has a Major Terrain advantage, It isn't balanced.

Like I said, it's just a remake of the map posted previously (though I did screw up on the peak/mountain thing, I'll have to fix that sealed.gif), so I didn't do anything to balance it. Any suggestions on what to do with it, and I could try.

QUOTE(Maseck @ Jun 8 2008, 10:48 AM) *
Something like ship battle but with more sides. A team battle with 3 to 4 teams.

'The Heavanly Light' is a 1 vs 3 map, if that helps.

Posted by: Chino Jun 8 2008, 11:25 AM

QUOTE(Haar @ Jun 8 2008, 12:14 PM) *
QUOTE(OmegaAxl @ Jun 8 2008, 07:34 AM) *
The Map Haar has created is One sided, Obviously the one who would start from the left side Which I presume would be orange has a Major Terrain advantage, It isn't balanced.

Like I said, it's just a remake of the map posted previously (though I did screw up on the peak/mountain thing, I'll have to fix that sealed.gif), so I didn't do anything to balance it. Any suggestions on what to do with it, and I could try.

QUOTE(Maseck @ Jun 8 2008, 10:48 AM) *
Something like ship battle but with more sides. A team battle with 3 to 4 teams.

'The Heavanly Light' is a 1 vs 3 map, if that helps.

1 vs. 4 actually and I think he's asking if there could be 3 or 4 teams on a map. Some consisting of 1 user and others, 2 users.

Posted by: .:JackAxl:. Jun 8 2008, 11:33 AM

well first of all If your gonna make a map both sides should have the same number of terrain and the same type, Same number of chests/villages aswell.

Posted by: chronofreak Jun 8 2008, 11:46 AM

QUOTE(Maseck @ Jun 8 2008, 10:30 AM) *
Will 2 vs. 2 vs. 1, 1 vs. 1 vs. 1 vs. 2, or 1 vs. 1 vs. 2 work maps?

5 & 5 vs. 5 & 5 vs. 10, 10 vs. 10 vs. 10 vs. 5 & 5, or 10 vs. 10 vs. 5 & 5

^Like so?

Posted by: Staticpulse Jun 8 2008, 06:42 PM

A few people mentioned some things about my desert map back a few pages.

The bottom-right house issue is a valid point. But I don't think it really makes much of a difference, as each side should be able to reach their house on the first turn. Unless someone decided to bring an all cavalry army or something silly like that.

Someone else mentioned it wasn't a 'pure desert' map. And while that point is true, a map full of only desert terrain and a few fortresses would clearly favor flyers and footmages over every other unit.

Posted by: raak Jun 9 2008, 03:48 PM

My submission >_>



Right, let me explain. This map focuses, I think, on using small teams. Because of all the pillar thingies, a very big team will be cumbersome, that's why I suggested those starting points with very few tiles.

Anyways, the REAL reason I made this map was for all the people crazy enough to want some hardcore 1 vs 1 action. This is why I call it Stalemate, because I wondered what would happen if only two healers were put on play. Going back to reality, there's no treasure to avoid treasure abuse, hence allowing for those matches with very few units. If two people are dumb enough to put two healers, they deserve to be shot and stay in the map for an eternity (or until they decide call it a draw)

You could also call the map Bomberman >_>

So, in conclusion:

Min. units: 1
Max: I suggest 5, you people decide

Posted by: .:JackAxl:. Jun 9 2008, 04:15 PM

QUOTE(raak @ Jun 10 2008, 01:48 AM) *
My submission >_>



Right, let me explain. This map focuses, I think, on using small teams. Because of all the pillar thingies, a very big team will be cumbersome, that's why I suggested those starting points with very few tiles.

Anyways, the REAL reason I made this map was for all the people crazy enough to want some hardcore 1 vs 1 action. This is why I call it Stalemate, because I wondered what would happen if only two healers were put on play. Going back to reality, there's no treasure to avoid treasure abuse, hence allowing for those matches with very few units. If two people are dumb enough to put two healers, they deserve to be shot and stay in the map for an eternity (or until they decide call it a draw)

You could also call the map Bomberman >_>

So, in conclusion:

Min. units: 1
Max: I suggest 5, you people decide


Wow, Your map encourages farming, Since its straight-forward And this Map is hardly tactical but thats the point of your map anyway, A team filled with horse units and go first may take the easy win..Orange side will obviously win.

Posted by: raak Jun 9 2008, 04:21 PM

I don't know how it encourages farming, but moving on.

Yeah, didn't see the possibility of a team full of horses >_>

Posted by: Chairman Mao Zedong Jun 10 2008, 11:37 PM

Yeah, it's too small I think. Add another 2 full sets of pillars and it'd be better.

The way it is now a mounted archer can attack the other team on the first turn I believe.

Posted by: raak Jun 11 2008, 12:01 AM

Instead of increasing it, I could also locate the starting point adjacent to the opposite corners plus eliminate the pillars in the corner. That could work >_>

Posted by: chronofreak Jun 11 2008, 01:01 AM

QUOTE(raak @ Jun 11 2008, 01:01 AM) *
Instead of increasing it, I could also locate the starting point adjacent to the opposite corners plus eliminate the pillars in the corner. That could work >_>

I'm for it.

Posted by: .:JackAxl:. Jun 11 2008, 03:25 AM

QUOTE(chronofreak @ Jun 11 2008, 11:01 AM) *
QUOTE(raak @ Jun 11 2008, 01:01 AM) *
Instead of increasing it, I could also locate the starting point adjacent to the opposite corners plus eliminate the pillars in the corner. That could work >_>

I'm for it.

I second that...I am being Impatient to see your new idea though...

Posted by: Gemblem Jun 15 2008, 09:10 AM

Heres one I made



And heres another I made.



Posted by: maseck Jun 15 2008, 09:26 AM

Can you remove the white stuff along the borders? The second looks like it will take to long.
On the first one, where are the units going to start. When I think about it, a lot of the possible start places could be problematic.

Posted by: Gemblem Jun 15 2008, 02:28 PM

OK, I have remade them both. Now each has a second version showing the unit staring places stuff

soooo....

-The Plains-



-The Plains With 'Unit Dot's-



-Lost Isle-



-Lost Isle With 'Unit Dot's-



Posted by: Lord Ruby34 Jun 15 2008, 06:17 PM

The plains might be good if it had bridges

Posted by: Zeiss Jun 15 2008, 06:58 PM

The plains looks kind of like my http://s258.photobucket.com/albums/hh256/jayjaydfromgamespot/?action=view&current=OpposingDynastiesPNG.png.

Posted by: The Dark Blade Jun 15 2008, 07:02 PM

I like both of them. Though, Lost Isle is my favorite. That would prove to be a quick battleground, better for fast battles.

Posted by: Staticpulse Jun 16 2008, 01:47 AM

In my opinion, both maps are rather plain. The Plains in particular has roads that randomly cut off for no reason and little usable terrain. Lost Isle isn't symmetrical and makes me wonder why the south portion is cut off. It could use a border; it looks odd to me without it.

I would say The Plains doesn't allow for as many units as it should, being a decent sized map, though the choke point where most fighting will be taking place limits the amount of units that'll be attacking. Really, the map could be cut down horizontally; compact the map by removing the castles (or moving them to where the houses currently are). It'll reduce the amount of 'dead space' on the map and make the max unit amount seem more reasonable.

Other suggestions are to add a bridge or two to the river and perhaps add a fort on both sides along with it. The forts shouldn't be placed next to the bridges because it disadvantages the attacker. The bridges will create away around the southern choke point and help keep matches on the map from stalling. See, Orange has first-turn advantage and, all things being equal, will reach the choke point first. Orange will be able to reinforce their position before Blue and creates an unfavorable situation for Blue. And, currently, without bridges any air strikes will be unsupported and likely futile for either side. Bridges on the river will circumvent this and allow for more tactical play. Also, more terrain, like forests or mountains, can't hurt. It'd make the map more asthetically pleasing at least even if the terrain isn't tactically useful.

Lost Isle is already unbalanced because 8 Move Orange units can attack Blue on the first turn. Considering unpromoted horse and flying units start with 8 move, it needs to be changed. I would say that Orange could also play tank and stay on the forest tiles around the vendor, waiting for Blue to strike first. Considering the vendor makes a natural choke point, people may opt to do this instead of taking the fight to the middle. This, again, gives the advantage to Orange.

To fix it, you would really have to re-do the map. Put the vendor somewhere players would not want to hang around. Actually, I'd advise using something that doesn't need terrain tiles to look nice. Again, forest tiles would make the center look more desirable to play on.

All in all, with some tweaking 'The Plains' can be a good map to play on. 'Lost Isle' is basically a Final Destination clone and needs some serious revamping.

Posted by: Harlequin Jun 16 2008, 02:52 AM

Staticpulse brings up a good point with some of submitted maps being a bit too plain. Terrain bonuses bring an extra strategic element to FETO, and its the strategic elements of the FE series that I enjoy.

Even if people just add one or two forests into their maps, then that would be better than nothing.

Posted by: The Muffin Man Jun 16 2008, 10:48 PM

QUOTE(WyvernRiderMark @ Jun 15 2008, 06:58 PM) *
The plains looks kind of like my http://s258.photobucket.com/albums/hh256/jayjaydfromgamespot/?action=view&current=OpposingDynastiesPNG.png.


No, it really doesn't.

Both maps, from the point of view of an active mapper, are crap. Different shades of grass that cut off with a single pixel borders, and most randomly. And the perfect rectangle makes me wish my eyes would bleed, if only to get rid of it.

Lost Isle can be helped, The Plains isn't worth fixing.

I'll see what I can come up with.

Posted by: Ace Gikmo Jun 17 2008, 09:48 AM

Although my SSB:B data shows I can create decent maps, I think the area where I ought put my abilities to use might be creating some new tiles to be used in the spirit of the fire emblem games' originals.

If I am to attempt this, however, I need all the pertinent data on tiles and tilesets and how they should be formatted/packaged.

Help? Thoughts?

Posted by: Gemblem Jun 17 2008, 10:23 AM

Well, 'The Plains' is called 'The Plains' because it's plain...

And yes I know I should fixed the bottom of Lost Isle but it was to late by the time I realized it was like that.

But... I decided to make another grin.gif

-Dragon Fortress-



-Dragon Fortress Unit Placement-








Posted by: maseck Jun 17 2008, 10:51 AM

Units are once again too close. Peg arcer of orange could strike first.

Posted by: Zeiss Jun 17 2008, 03:23 PM

I really like this one, if you could extend it a bit to prevent first turn attacking.

Posted by: chronofreak Jun 17 2008, 06:38 PM

Keep the central area the same size, just move the bridges further back.

Posted by: maseck Jun 17 2008, 07:11 PM

I disagree with chrono. You will have to make it quite a bit bigger because if you just move 2 squares player 2 will hit 1 first. I suggest for fixing that you would have to make the center larger since making the bridges bigger will just make the units end up in the same position.

If you fix that it will be an awesome map for team battles(I am planning on doing hardcore team battles).

Posted by: Gemblem Jun 18 2008, 10:29 AM

Eventually I WILL make a map that eveyone likes.....
Maybe it'll be this one?...

I had a bit...ermm... alot of trouble with the walls.... I couldnt find tower of Valni tiles so I ended using castle tiles.....

-Valni Castle-



I don't think the blue will show up well so I put yellow.......... I'm not sure of the colours that I can use for it....

-Valni Castle Unit Placement-



Yes I know the walls are terribly done but it's better than what I had before.... sadnod.gif

Posted by: maseck Jun 18 2008, 10:41 AM

Remember that just because we find errors in your map it doesn't mean that we don't like it.

Also, in your latest map orange can grab red's chest.
http://img.photobucket.com/albums/v220/NomadicTrooperGirl/VASM/valni_1.png

Posted by: The Muffin Man Jun 18 2008, 01:52 PM

Stop fucking abusing shadows.

They go below and to the right of anything that stands up. NO WHERE ELSE.

N00b mappers are pissing me off >:(

Posted by: chronofreak Jun 18 2008, 02:14 PM

Calm down. Maybe they're steps...

...

Posted by: The Muffin Man Jun 18 2008, 09:22 PM

I'm really not sure how to respond.

I literally cannot put the ridiculousness of that to words. I may be losing my sanity.

It's just so.... *brain failure*

If I ever finish this string of procrastination, I'll throw something that doesn't have random shadows falling around.

Posted by: Staticpulse Jun 19 2008, 01:48 PM

I finally got around to putting placement circles on my maps.

Desert Oasis:



Orange is further away from the grass because of first-turn advantage. I think green goes last, so they start a little closer to the grass. I don't think it'll matter much in the end as all armies have units that are pretty far in the sand.

and Fort Setarconex:



Flyers should be able to cross and stop on those railings. Not the railings with wall tiles, though.

About the Tower of Valni map:

Those square things are actually the tops of pillars (the tiles near the bottom starting positions). It doesn't make sense they aren't connected to the floor via pillar.

The wall tiles are a little off in places, especially those by the pillars. Some of the brick walling also looks a bit weird.

Again, units are in range of each other and can attack on Turn 1. The max attack range is 11 spaces (think promoted flyer with 2 range weapon).

Most of the tiles with shadows are uneeded and make the map look strange.

Also, small choke points are small, which is pretty bad. A player can have it so only two units attack one of his own which makes it really easy to drag a fight out (or completely stall!). I, personally, try to make all choke points 2 spaces big to avoid this problem.

Even if the map isn't completely accurate to the GBA one, I'd open the map up more (I.E. make the map larger overall). It's really the only way to fix the map.

Posted by: darklink Jun 19 2008, 02:27 PM

QUOTE(Staticpulse @ Jun 19 2008, 01:48 PM) *
I finally got around to putting placement circles on my maps.

Desert Oasis:



Orange is further away from the grass because of first-turn advantage. I think green goes last, so they start a little closer to the grass. I don't think it'll matter much in the end as all armies have units that are pretty far in the sand.

and Fort Setarconex:



Flyers should be able to cross and stop on those railings. Not the railings with wall tiles, though.

About the Tower of Valni map:

Those square things are actually the tops of pillars (the tiles near the bottom starting positions). It doesn't make sense they aren't connected to the floor via pillar.

The wall tiles are a little off in places, especially those by the pillars. Some of the brick walling also looks a bit weird.

Again, units are in range of each other and can attack on Turn 1. The max attack range is 11 spaces (think promoted flyer with 2 range weapon).

Most of the tiles with shadows are uneeded and make the map look strange.

Also, small choke points are small, which is pretty bad. A player can have it so only two units attack one of his own which makes it really easy to drag a fight out (or completely stall!). I, personally, try to make all choke points 2 spaces big to avoid this problem.

Even if the map isn't completely accurate to the GBA one, I'd open the map up more (I.E. make the map larger overall). It's really the only way to fix the map.


oops. I didn't see this. I just did the layout for that desert map, except the houses were too close in the old version so I arbitrarily moved them farther apart. If you look in the map slave thread you'd see what I mean. I'd tell SaS if you want it changed because he may have already added it.

Posted by: Staticpulse Jun 19 2008, 03:52 PM

Oh, shoot. The new desert map keeps units at least 11 spaces apart and nullifies the whole 'first turn hitting' thing (also places houses further apart, like you mentioned). I'll go PM SaS about it.

Posted by: darklink Jun 19 2008, 04:29 PM

QUOTE(Staticpulse @ Jun 19 2008, 03:52 PM) *
Oh, shoot. The new desert map keeps units at least 11 spaces apart and nullifies the whole 'first turn hitting' thing (also places houses further apart, like you mentioned). I'll go PM SaS about it.


It would only take a couple seconds to change it. Don't worry too much. I just thought I'd give you a heads up.

Posted by: Mekkah Jun 19 2008, 04:39 PM

I like the desert. One thing though, it seems the amount of units are unequal. Orange gets 10, the others 8.

Posted by: Staticpulse Jun 19 2008, 04:41 PM

Oh, really? Wow, I can't believe I didn't notice that. I'll remove the two bottom-most starting positions. I was originally going to put 10 units, but the map was too small to prevent flyers from getting the jump first turn.

Posted by: Jeff Jun 20 2008, 02:33 PM

Hmm... I actually had a concept for a map I was wondering if someone could try making.

The concept is basically, instead of doing several units all against each other, the map is divided up in to separate sections for several 1 on 1 duels.

Here's a diagram of what it would look like: http://img03.picoodle.com/img/img03/4/6/20/f_1260069E07m_41987b0.png

The individual rooms should be 8x4, with the vertical walls between each of them 3 wide, as to prevent longbow action. The horizontal walls can be 1 thick.

Also, the 8x4 rooms' floors should be a different colour, as to represent a special terrain type that will equalize movement rates (as in, mounted, armours and foot units will all have the same movement).

So yeah, if someone could make my concept for me, that would be awesome. happy.gif

Posted by: darklink Jun 20 2008, 03:01 PM

QUOTE(Jeff @ Jun 20 2008, 02:33 PM) *
Hmm... I actually had a concept for a map I was wondering if someone could try making.

The concept is basically, instead of doing several units all against each other, the map is divided up in to separate sections for several 1 on 1 duels.

Here's a diagram of what it would look like: http://img03.picoodle.com/img/img03/4/6/20/f_1260069E07m_41987b0.png

The individual rooms should be 8x4, with the vertical walls between each of them 3 wide, as to prevent longbow action. The horizontal walls can be 1 thick.

Also, the 8x4 rooms' floors should be a different colour, as to represent a special terrain type that will equalize movement rates (as in, mounted, armours and foot units will all have the same movement).

So yeah, if someone could make my concept for me, that would be awesome. happy.gif


I'll start working on it. That sounds pretty cool.

How many tiles do you want between each row of 8x4 rooms? I'm guessing 8.

Posted by: Jeff Jun 20 2008, 03:19 PM

Something like that, yeah.

Posted by: darklink Jun 20 2008, 03:47 PM

Do you know how big 8 x 4 is though? I'll make it that big, but the map will end up being 46 x 27. That's pretty big. Pixel wise that would be 736 x 432.

Are you sure that 6 x 4 wouldn't work better?

This is an 8x4 room for reference:



It doesn't have shading or anything yet though and there would be an opening, but that's how big the rooms will be if they are 8x4.

Posted by: maseck Jun 20 2008, 06:07 PM

Yeah. SaS, your idea has a sorts of problems and needs to be reviewed. Healers and archers would get raped. (Archers wouldn't get their second attack)

I might design something more complex and intellegent.

Posted by: darklink Jun 20 2008, 06:18 PM



Yeah. That's huge. Though I think it could work as long as it's understood that bringing healers wouldn't be a good ideal. Then archers would be fine too as long as you make each unit start in diagonal corners.

Oh, and I'm still working on some of the shading issues (I can see one in the bottom row of rooms and the middle row) and I will probably change the room tiles to a different color.

Posted by: Staticpulse Jun 20 2008, 07:18 PM

The rooms... should be larger, actually. Orange goes first. Orange can attack Blue first. Obvious problem.

There are some other problems too. The Archer/Nomad/Peg Archer thing (if they didn't have short bows) and healers have no way to attack. And what's stopping mounted units from just running away to aid other allies? Also, the map is rather plain looking, but at least it isn't all one tile type. I would complain about lack of terrain, but terrain would just give Orange an advantage.


Posted by: darklink Jun 20 2008, 07:21 PM

QUOTE(Staticpulse @ Jun 20 2008, 07:18 PM) *
The rooms... should be larger, actually. Orange goes first. Orange can attack Blue first. Obvious problem.

There are some other problems too. The Archer/Nomad/Peg Archer thing (if they didn't have short bows) and healers have no way to attack. And what's stopping mounted units from just running away to aid other allies? Also, the map is rather plain looking, but at least it isn't all one tile type. I would complain about lack of terrain, but terrain would just give Orange an advantage.


SaS said he'd make the tiles in the rooms a new tile type so all units would have equal movement on them. The map is plain though. I plan on fixing that once I find out if the basic layout is okay. Then this map isn't really a healer map anyway. Why would you bring healers for 1v1 battles?

Posted by: Staticpulse Jun 20 2008, 07:27 PM

QUOTE(darklink @ Jun 20 2008, 08:21 PM) *
SaS said he'd make the tiles in the rooms a new tile type so all units would have equal movement on them. The map is plain though. I plan on fixing that once I find out if the basic layout is okay. Then this map isn't really a healer map anyway. Why would you bring healers for 1v1 battles?


Oh, equal move? That's fine, as long as Orange can't force Blue into a 'I always attack first' thing. Which... is probably unavoidable, but I haven't thought about it much.

As for the last one, someone would bring healers if they didn't realize the map was for 1v1 fights >_>

Posted by: Jeff Jun 20 2008, 10:11 PM

Actually, when I said 8x4, I meant, 8 wide, and 4 tall for the rooms. dry.gif

Apart from that, that's exactly what I had in mind, though. happy.gif Though, perhaps make the openings to the rooms two wide as well, for symmetricalness?

Posted by: darklink Jun 20 2008, 10:57 PM





Take your pick.

Posted by: Roy Mustang Jun 20 2008, 11:07 PM

SaS, didn't you mean something like...

Posted by: Jeff Jun 20 2008, 11:08 PM

Actually, what I had in mind was rooms like this: http://img03.picoodle.com/img/img03/4/6/20/f_6921008E07m_cfb9621.png

EDIT: You beat me to it. noes.gif

Posted by: darklink Jun 20 2008, 11:32 PM

My bad. I guess I figured that when people say 8x4 they usually mean length x width

That and I probably paid too much attention to the drawing and not enough attention to your words.

I'll fix the map again.



Is this correct?

Posted by: Jeff Jun 21 2008, 12:05 AM

Yes, that's perfect now, thanks. happy.gif

Posted by: maseck Jun 21 2008, 11:56 AM

First Destination
http://imageshack.us
http://g.imageshack.us/g.php?h=514&i=firstdestinationoy6.png
DO NOT CODE FOR. DOING IT MY SELF. This map has 8 starting positions instead of 6.

Posted by: The Muffin Man Jun 22 2008, 12:08 PM

Is it really that hard to make sure you haven't missed any tiles?

Posted by: Jeff Jun 22 2008, 03:00 PM

What do you mean? dumblook.gif

Posted by: The Muffin Man Jun 22 2008, 08:14 PM

The dirt path tile is intended to either continue forward or be rounded off. Things don't end in a perfect line except walls

This is an example where it keeps going:


The game designers found cutting it off with only two tiles to be pointless, so they never did it, but the tile itself shows up several times here. The west-from-the-bridge path has the best example.



Posted by: SeraphimDragon Jun 24 2008, 05:51 AM



Just a basic ruins map, nothing much to it. Dunno where to place the units pinch.gif I set it up as 2-3 players.

Posted by: Roy Mustang Jun 24 2008, 12:28 PM



The two players from the left would be the first to fight each other,and that would clearly favor the player on the right.

Posted by: Jeff Jun 24 2008, 03:05 PM

It could be made in to a 2 vs. 1 map, perhaps. hmm.gif

Posted by: Staticpulse Jun 24 2008, 03:50 PM

It seems a little easy to choke point and turtle your way through the match. If the walls were only one tile wide it'd be a bit better, but it wouldn't exactly solve the issue completely.

Posted by: kahnawake5 Jun 25 2008, 02:30 AM

I tried to make a map, not sure if it's any good, but still worth a shot, and sorry about the grip and arrangmet, I don't know how to remove the grid and it's hard making a map on a laptop.

here's the map and a larger version.



it would be 2 vs 1 (North/South vs East) North and South would only be allowed 4 units while East would be allowed 8 units.

Posted by: maseck Jun 25 2008, 07:05 AM

Combat would happen on the first turn and there are a ton of other problems I see. There a ton of other problems. Gridded map for one. Really bad gridding; I must say.

Posted by: Roy Mustang Jun 25 2008, 05:29 PM

Aren't the chests a little....too close?
Deppending on where you start,if you were east,you could get a 8 move unit and grab the chest of North.

And the walls seems to disappear...

And yeah,no grids needed....or at least,a better one...

Ah! I sense...JPEGgyness.

Posted by: SeraphimDragon Jun 27 2008, 03:26 AM



That any better?

And before I cut off a few tiles, would this map work? Although, even if it could, I probably wouldn't make the necessary edits as my experience with Mappy suck. pinch.gif



And if you haven't noticed, I'm very picky about shading. XD

Posted by: Jeff Jun 27 2008, 03:31 AM

For the first one, could you move the north-east chest down, say, 5 tiles or so?

On the second, the doors/cracked walls would need to be regular floors.

Posted by: SeraphimDragon Jun 27 2008, 03:47 AM



For my second one; it's going to be really, really hard to add in chests and replace a few tiles. I'll see what I can do though smile.gif

EDIT: Yeah, never mind. Not gonna work on the second one until I figure out how to fully work Mappy pinch.gif

Posted by: Zeiss Jun 27 2008, 03:33 PM

If you want, I can put chests in and replace the cracked walls/door. Just give the word.

Posted by: Bumble Bee Jun 30 2008, 07:26 AM

what prog do I use to make maps?

Posted by: .:JackAxl:. Jun 30 2008, 08:10 AM

QUOTE(SolarAdept @ Jun 30 2008, 05:26 PM) *
what prog do I use to make maps?


Any Program, even paint

Posted by: SeraphimDragon Jul 1 2008, 04:40 AM

QUOTE(WyvernRiderMark @ Jun 27 2008, 01:33 PM) *
If you want, I can put chests in and replace the cracked walls/door. Just give the word.


No need, just forget about the map.

QUOTE(SolarAdept @ Jun 30 2008, 05:26 AM) *
what prog do I use to make maps?

I highly suggest using Mappy. Go http://z15.invisionfree.com/Fire_Emblem_Spritez/index.php?showtopic=6982 on how to use it.

Google it and download yourself.

Posted by: The Muffin Man Jul 2 2008, 03:24 PM

QUOTE(OmegaAxl @ Jun 30 2008, 08:10 AM) *
QUOTE(SolarAdept @ Jun 30 2008, 05:26 PM) *
what prog do I use to make maps?


Any Program, even paint


Are you serious?

Paint maps are tedious, take too long, and can screw you over if you set things down a pixel off.

Mappy >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Paint.

PS could prolly work well but everyone is too lazy to get off their asses and buy it.

Posted by: Harlequin Jul 2 2008, 09:56 PM

Gamemaker works great as well. Better than Paint, and as good as or even better than Mappy.

Posted by: .:JackAxl:. Jul 2 2008, 10:03 PM

QUOTE(Cugar @ Jul 3 2008, 01:24 AM) *
QUOTE(OmegaAxl @ Jun 30 2008, 08:10 AM) *
QUOTE(SolarAdept @ Jun 30 2008, 05:26 PM) *
what prog do I use to make maps?


Any Program, even paint


Are you serious?

Paint maps are tedious, take too long, and can screw you over if you set things down a pixel off.

Mappy >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Paint.

PS could prolly work well but everyone is too lazy to get off their asses and buy it.


Well he asked which Program could he use to make maps So I told him any, even paint..

I agree Paint takes Wayyyyyyyy too long and mappy is better, but he didn't ask which was the best one, I answer which program can be USED to make maps

Posted by: Darrett Jul 4 2008, 11:23 AM

Occupation


Fairly small 1v1 map. Basically a defensive setup with a couple chests for each team. Pillars/trees for each side. Mostly just playing around with the use of outside/inside tiles for similar effect. Can the program do thrones/healing defensive tiles?

I put a little story to it, too. Basically, the castle/fort place got taken over by who knows, and the village is stockpiling weapons in the center square. Thus, the barrels. And, um, they fight. Yeah.

Posted by: Lithe Jul 4 2008, 11:31 AM

QUOTE(Darrett @ Jul 4 2008, 09:23 AM) *
Occupation


Fairly small 1v1 map. Basically a defensive setup with a couple chests for each team. Pillars/trees for each side. Mostly just playing around with the use of outside/inside tiles for similar effect. Can the program do thrones/healing defensive tiles?

I put a little story to it, too. Basically, the castle/fort place got taken over by who knows, and the village is stockpiling weapons in the center square. Thus, the barrels. And, um, they fight. Yeah.


I like this map, but you added a grid. The first post clearly askes not to put a grid on the maps.

Posted by: Darrett Jul 4 2008, 01:26 PM


Occupation

Sorry, forgot to remove it. Gridless version.

Posted by: maseck Jul 5 2008, 10:13 AM

I sense 225 x 255 map >.> You need 16 by 16 tiles.

Posted by: Darrett Jul 5 2008, 12:20 PM

Couldn't find that rule anywhere. And Final Destination, Spann Island, and plenty of other maps are smaller than 16x16. Direct me to where that requirement is?

Posted by: The Muffin Man Jul 5 2008, 01:34 PM

QUOTE(Darrett @ Jul 5 2008, 12:20 PM) *
Couldn't find that rule anywhere. And Final Destination, Spann Island, and plenty of other maps are smaller than 16x16. Direct me to where that requirement is?


The tiles are supposed to be 16x16 pixels. Not the map size.

Also, your pillars lack bases.

Posted by: Darrett Jul 5 2008, 01:38 PM

Ohhhhhhhh. Yeah, that makes sense now. Never using Tileset #4 (first page in thread) again.

Posted by: The Muffin Man Jul 6 2008, 03:26 PM

QUOTE(Darrett @ Jul 5 2008, 01:38 PM) *
Ohhhhhhhh. Yeah, that makes sense now. Never using Tileset #4 (first page in thread) again.


First rule of intermediate mapping. Never use maps created by other people for tilesets. It's like paying attention to the killer lolis.

And, all due respect, but 80% of the maps posted here are utter crap.

Posted by: Rafael Jul 10 2008, 04:00 AM

I might of messed up some, I have no idea, but here's my first map. It took a while to find out which tiles go where and I still don't know if all of them were used right >_>

Anyway, I call it The Keep, but I suck at names so anyone may rename it.

Here it is. Anyone may choose the starting positions, I'm not to fond of doing it. Three players-- I'm thinking-- 8-10 units.



Damn, I see I messed up. If you want the map tell me, then I'll fix it since I have to go to a whole different computer for it :\

And another... I call this one Border Towns. Two players, 9 units. 9 might be too crammed actually, maybe 6?

-
That one blue one that is randomly higher should be on level with the others >_>
Those are my starting positions. Comments?

(Those mountains are a pain to use)

Posted by: maseck Jul 11 2008, 08:26 AM

map 2 looks like it's good. It has one problem. It's too big. You should cut one tile row off to the left side.
Map one doesn't have very good placement possiblities

Posted by: chronofreak Jul 11 2008, 11:13 PM

Suggestion:
To actually make people want to play on the Treasure Ruins 1 map, which only has one chest for whomever reaches it first, the battle rewards should be increased.

Posted by: Rafael Jul 12 2008, 08:45 AM

How's this?

happy.gif

I took a total of 48 pixels off.

Huh I see a screw up.

Fixed

Posted by: kpmoorse Jul 19 2008, 07:37 PM

Here's a pretty simple bridge map.


Posted by: chronofreak Jul 19 2008, 07:50 PM

The Chapter 10 map from Thracia 776, but modified.



I figured it would be a good map for large 1-on-1 battles. One team would start on the left side and the other team would start on the right side. (Duh.) I'll let someone else figure out the exact placements, but both teams should be pretty spread out along their river, and players should be encouraged to split their team; a main force can travel the middle route while a smaller force can travel the route at the bottom.

Some of the forests took up two spaces on the original map (they were half-and-half on two different tiles), so I moved the single trees to fix the problem. I left the groups of trees alone, however; I didn't know if the grass spaces with only the corner of a tree would be a problem or not. I figured those spaces would still be considered grass since only a little bit of the forest is encroaching on the tile. Take a look at the grid so you know what I'm talking about:



By the way, it's up to you if you want the forts to be forts or places to get treasure. I can change the sprite if need be.



***EDIT***

I was trying something different from the other maps and I came up with this one:





Prison Break. The implied plot is that the orange team is breaking out of the blue team's prison, but of course it's still a "defeat the opponent" map. There are nine cells in the prison, one for each orange unit. However, I figured there should only be eight units on the blue team because of the blue team's advantage over orange; the guards can attempt to bottleneck the prisoners while they try to escape.

I'd like feedback. I can change the map if necessary.



***EDIT 2***

By the way, I'm very much pro- if-there-aren't-chests-on-a-map-then-players-should-get-more-money-at-the-end-of-the-battle. That way people would actually be willing to play on those maps.



***EDIT 3***

...Another map: Lava Field.



Two teams. Units start lined up against the back. I don't know how many units should be used; probably about eight. How many do you guys think?

Posted by: Shinmen Takezō Aug 10 2008, 08:59 PM

I like all three maps. Don't really see that much of a paroblem, except the maker of a prison brake map could lower the max units to have an advantage. I like the ncouragement of new playing types, though.

Posted by: chronofreak Aug 10 2008, 11:37 PM

Oh yeah, I guess you're right about the Prison Break map. Poo. Thanks for the positive feedback though.

Posted by: .:JackAxl:. Aug 11 2008, 12:15 AM

QUOTE(chronofreak @ Jul 20 2008, 05:50 AM) *
The Chapter 10 map from Thracia 776, but modified.



I figured it would be a good map for large 1-on-1 battles. One team would start on the left side and the other team would start on the right side. (Duh.) I'll let someone else figure out the exact placements, but both teams should be pretty spread out along their river, and players should be encouraged to split their team; a main force can travel the middle route while a smaller force can travel the route at the bottom.

Some of the forests took up two spaces on the original map (they were half-and-half on two different tiles), so I moved the single trees to fix the problem. I left the groups of trees alone, however; I didn't know if the grass spaces with only the corner of a tree would be a problem or not. I figured those spaces would still be considered grass since only a little bit of the forest is encroaching on the tile. Take a look at the grid so you know what I'm talking about:



By the way, it's up to you if you want the forts to be forts or places to get treasure. I can change the sprite if need be.



***EDIT***

I was trying something different from the other maps and I came up with this one:





Prison Break. The implied plot is that the orange team is breaking out of the blue team's prison, but of course it's still a "defeat the opponent" map. There are nine cells in the prison, one for each orange unit. However, I figured there should only be eight units on the blue team because of the blue team's advantage over orange; the guards can attempt to bottleneck the prisoners while they try to escape.

I'd like feedback. I can change the map if necessary.



***EDIT 2***

By the way, I'm very much pro- if-there-aren't-chests-on-a-map-then-players-should-get-more-money-at-the-end-of-the-battle. That way people would actually be willing to play on those maps.



***EDIT 3***

...Another map: Lava Field.



Two teams. Units start lined up against the back. I don't know how many units should be used; probably about eight. How many do you guys think?


Eh?The first map is TOO big if you ask me...It would work for 3 way but one on one..I hardly expect people playing it

Prison Break looks like one of the coolest map..But clearly un-balance..Since if the Blue team has 2-Ranged units it can attack the 'prisoners' any time..

Third Map Is great! and flawless..I would go for 8 units.

Posted by: Geoffrey Aug 11 2008, 12:52 AM

QUOTE(.:OmegaAxl:. @ Aug 11 2008, 12:15 AM) *
Prison Break looks like one of the coolest map..But clearly un-balance..Since if the Blue team has 2-Ranged units it can attack the 'prisoners' any time..

Don't forget, Orange goes first, so the blue team couldn't attack them... if they move right.

Posted by: .:JackAxl:. Aug 11 2008, 06:01 AM

QUOTE(Geoffrey @ Aug 11 2008, 10:52 AM) *
QUOTE(.:OmegaAxl:. @ Aug 11 2008, 12:15 AM) *
Prison Break looks like one of the coolest map..But clearly un-balance..Since if the Blue team has 2-Ranged units it can attack the 'prisoners' any time..

Don't forget, Orange goes first, so the blue team couldn't attack them... if they move right.


Actually these are the only safe spots



and do you expect someone to stay there?The blue teams army would be fully prepared

Posted by: Daemo Aug 11 2008, 01:20 PM

Um, you missed 9 more safe spots on that map. In the three middle alleyways, the mouths of the bottom ones (meaning diagonal to your X marks), the corresponding mouths of the top ones, and the space directly above that of the tops are also all safe except from longbows and siege rangers. As a matter of fact, the mouths of the top passages are safe even from longbows. This doesn't change the fact that it would be incredibly easy to bottleneck the exit, but it does mean you can keep all your units safe from 2 range weapons with the right move on the first turn.

I would have made a modified picture, but I'm a little short on time, sorry.

Posted by: chronofreak Aug 11 2008, 05:41 PM

Don't forget that Orange can also retaliate if they have the appropriate weapons, so they're not in as much danger as they seem. Blue could also only bottleneck the dungeon entrance/exit for so long since only four Blue units are up there trying to stop all nine Orange units from getting out. Blue would either try to stop Orange with four units and fail or wait for the other four reinforcements from the bottom to come up. Maybe Orange should only have eight units as well...

Whatever, I don't really care what happens to this map; it was just a practice/concept map that I decided to post.

Posted by: .:JackAxl:. Aug 11 2008, 06:34 PM

QUOTE(Daemo @ Aug 11 2008, 11:20 PM) *
Um, you missed 9 more safe spots on that map. In the three middle alleyways, the mouths of the bottom ones (meaning diagonal to your X marks), the corresponding mouths of the top ones, and the space directly above that of the tops are also all safe except from longbows and siege rangers. As a matter of fact, the mouths of the top passages are safe even from longbows. This doesn't change the fact that it would be incredibly easy to bottleneck the exit, but it does mean you can keep all your units safe from 2 range weapons with the right move on the first turn.

I would have made a modified picture, but I'm a little short on time, sorry.


Please do post it when you have the time

Posted by: Roy Mustang Aug 11 2008, 07:08 PM



The yellow ones are the ones I found.
Some might deppend on range(except siege tomes and hand-ballistae-thingy).

Also, some question with minimal importance to SaS:
Is it technically possible to insert animated maps?Like ones with moving water?

Posted by: .:JackAxl:. Aug 11 2008, 07:34 PM

Oh yeah I forgot...but still blue has a clear advantage..

Thanks for pointing that out

Posted by: Roy Mustang Aug 11 2008, 07:58 PM

I'd recommend changing the starting units positions so the orange team can leave the "prison" before getting bottleneck'd or at least making it possible for one unit to stay after the stairs so can't get bottleneck'd immediately.
But doing this would take out the point of it being a prison.

Posted by: Freyr Aug 12 2008, 12:09 PM

QUOTE(Percival @ Aug 11 2008, 08:08 PM) *
Is it technically possible to insert animated maps?Like ones with moving water?

Yup, it is.

Posted by: chronofreak Aug 12 2008, 06:13 PM

Oh snap. How do we do that, then? Continuing with the water example ,would we have to create 2+ maps, each with a different tile for water? Or would we give you an animated tile and you insert it into the map? Or... what?

Posted by: Freyr Aug 12 2008, 09:18 PM

Just save the map as an animated GIF.

The map is just a background image on a div, it isn't exactly anything fancy you know. tongue.gif You could even do something that's oddly shaped (ie. not rectangular), and just put transparency in the missing spots.

Posted by: chronofreak Aug 13 2008, 01:38 AM



Small level for small teams; up to five units against the wall on the left and the right. Classic colosseum battle.

AND IT'S ANIMATED. Units aren't allowed past the wall; the upper half of the map is just for show. I already coded it in the http://www.feplanet.net/forums/index.php?showtopic=30403&view=findpost&p=518184 thread.

Posted by: Shinmen Takezō Aug 13 2008, 03:19 AM

I'm guessing that this stage has a no treasure- high gold setting?
Kind of simple, and might look odd when the units are actually on the map, but I think I like it.

Posted by: chronofreak Aug 13 2008, 10:00 AM

Yeah, high gold. It IS an arena, right? This is supposed to be a plain map anyway; no chests/villages to get in the way. No distractions = a straight-up battle.

Posted by: .:JackAxl:. Aug 15 2008, 12:06 AM

How long is the distance of the team?Or else Orange might strike first

Posted by: chronofreak Aug 15 2008, 02:08 PM

The width is 15 tiles and the teams line up against the wall, so there are no first-strikes other than with super long-range weapons. (But that can happen in most of the other maps too.)

Posted by: Malameur Aug 15 2008, 02:28 PM

I'm new here, so is there a Fire Emblem map editor or not?

Posted by: Roy Mustang Aug 15 2008, 02:32 PM

QUOTE(Malameur @ Aug 15 2008, 04:28 PM) *
I'm new here, so is there a Fire Emblem map editor or not?


There is one called mappy.
Search through the Hacking section and tools or utilities(something like that)and you'll happen to find it most likely.
You can also make maps on paint.

Posted by: chronofreak Aug 15 2008, 04:18 PM

Although Mappy is preferred. You'll still need to find map tiles to make a map; however, there really aren't any good tile sets available online. I get mine by screenshotting FE on an emulator.

Posted by: The Muffin Man Aug 17 2008, 10:53 PM

QUOTE(chronofreak @ Aug 15 2008, 04:18 PM) *
there really aren't any good tile sets available online.


What are you talking about?

Posted by: chronofreak Aug 17 2008, 11:03 PM

Searching for FE maps tiles yields a pathetic number of sets. Some have grid lines and are thus unusable, and others are lined up in a weird way that prevents someone from directly importing it into Mappy. Of course there's that huge tile set that shows up fives times on every search page on Google, but I don't like it's generic and faded-looking tiles...

Posted by: Hindsight Aug 18 2008, 12:22 AM

Well, here's mine!
Normal View:


Starter Positions:

(NOTE: The orange square at the top of the yellow stairs should be moved LEFT one position, mirroring the red square in the blue castle.)
(I made this with game maker! Thnx Feaw!!).

Map Name:
Two Neighbors Clash
Dimensions:
40w x 30h (I know, 4 over the width! But I spent so much time I still wanted to submit)
Players:
4
Starting Positions:
Blue (Throne room of Blue Castle)
Red (Lower area of blue castle near entrance)
Green (Throne room of Green Castle)
Orange (Lower area of green castle near entrance)
Teams:
Yes (Blue & Red vs. Green & Orange
Max Character Limit:
15 (This is war1!)

Posted by: .:JackAxl:. Aug 18 2008, 03:48 AM

Shouldn't the 2nd chest of the thrones be near green and orange?

Posted by: Hindsight Aug 18 2008, 06:03 AM

QUOTE(.:OmegaAxl:. @ Aug 18 2008, 04:48 AM) *
Shouldn't the 2nd chest of the thrones be near green and orange?


Fixed ;D Sorry bout that. I'm at work and I was busy earlier. I just got around to doing the starting positions.

Posted by: The Muffin Man Aug 18 2008, 12:52 PM

QUOTE(chronofreak @ Aug 17 2008, 11:03 PM) *
Searching for FE maps tiles yields a pathetic number of sets. Some have grid lines and are thus unusable, and others are lined up in a weird way that prevents someone from directly importing it into Mappy. Of course there's that huge tile set that shows up fives times on every search page on Google, but I don't like it's generic and faded-looking tiles...


Serenes has most of the FE6/8 maps, and if you give a bit, I can find the site I used for FE7 maps. Bookmarks got wiped and I lost it.

EDIT: Found 'em at FEM. http://z7.invisionfree.com/Emblems_Memories/index.php?showtopic=1489&st=0&#entry2299139

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