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Wap Arabia

  • Thread starter Koreawap
  • Start date Feb 9, 2019
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W

Koreawap

Member
Nov 25, 2018
4
5
8
  • Feb 9, 2019
  • #1
Wap Arabia is an Arabia map that combines the best features of the various tournament Arabia maps released in 2018. It combines the starting sheep of KoTD2 Arabia with the less controversial forest generation of ECL and BoA Arabia maps. Random add-ons, including ostriches and birds, have been removed. The original additions are minor tweaks designed to nudge games in an enjoyable and competitive direction. First, two extra relics have been added to reward map control and punish full turtling. Second, players' two secondary golds are prevented from clumping to minimize the chances of having all three golds forward. Third, forests have been nudged away from the center of the map to help balance starting woodlines.

Features
- Starting sheep under town center
- Two extra relics
- Split secondary golds
- Always three-deer patches
- No ponds or oases
- No birds
- No random stuff
- Fairer Forests

Credits
- KOTD2 Arabia for animals set-up and constant-variable templating
- ECL Arabia and BoA Arabia for foundational terrain generation

Voobly mod page: https://www.voobly.com/gamemods/mod/1140/Wap-Arabia
 
Last edited: Feb 10, 2019
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Reactions: The_ChinChilla, _srini_IVIaIVIa_, gwfe and 1 other person
iViktorius

NetherlandsiViktorius

Knight
May 9, 2014
1,762
3,359
138
The Netherlands
  • Feb 9, 2019
  • #2
wap said:
- No birds
Click to expand...

**** map
 
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M

AlgeriaMouttie

Halberdier
Dec 19, 2016
352
738
98
  • Feb 9, 2019
  • #3
I can't install it, it sais unzip failed.
 
A

GermanyAkeNo

Halberdier
Sep 18, 2016
707
1,096
103
  • Feb 9, 2019
  • #4
I was excited until I read 2 extra relics, I don't feel like changing something as critical as relics is a good thing, otherwise I'd be sold to play the map
 
Chrazini

DenmarkChrazini

Longswordman
Dec 31, 2013
927
5,047
108
30
Denmark
  • Feb 9, 2019
  • #5
It seems like you've copied the majority of my script and made a few changes to it - even the comment field, you've merely removed my name and added your changes - peculiar, but okay.

There has been a lot of debate about the King of the Desert 2 map, so let me explain my reasons and consequences behind my decisions.

The forest generation on KotD2 Arabia is close to identical or may have even more forest than the standard and ECL Arabia. Arabia has always had high chances of bad maps and the lack of cliffs in the KotD2 Arabia simply made it slightly more apparent as they often serve as walls.
Furthermore, forest and cliffs spawn a certain distance away from each other. Cliffs are generated first in a map script and tend to spawn further away from players than forests do. This means that after the cliffs have been generated, there aren't a lot of space in the middle and sides of the map for the forests to spawn. This means that the forests are forced closer to the player lands. It's not extremely apparent, and most other versions of Arabia can still have bad maps, but this may be one of the reasons why people are experiencing more unfair maps in the KotD2 version.
It's worth noting that this wap_arabia still doesn't have any cliffs, however; it has an increased forest percentage, creating much bigger forests.
Secondary forests also have a chance of merging into the main forests on wap_arabia, making them even larger.

There has also been a lot of people questioning the ostriches on KotD2 Arabia, saying it's incredibly unfair to one of the players. Both players, on every single generation, starts with an ostrich patch with four ostriches 40 tiles away from their starting town centre. KotD2 Arabia was aimed to be an extremely aggressive map. This is why we removed the cliffs and added ostriches as a reward for map control. It's worth saying that standard Arabia also has extra deer patches, though in many cases, they will spawn much closer to one player, than the other. I fixed this by having them generate far away with equal distance from both players.

wap_arabia has an interesting, yet questionable, take on the secondary gold piles. As the majority know, in most maps you have a main gold, a secondary gold and a tertiary gold - main gold spawning close to the player, the secondary gold further away and the tertiary gold farthest away. On this version, you have two secondary gold piles. While they can no longer spawn closer to each other, they can spawn exceptionally far away from the players, leaving them with only their main gold available. To put it in perspective, they have a chance of spawning close to as far away as a secondary stone pile.

I don't like the removal of birds. If you're concerned about them aiding players in laming boars because of birds huge line of sight, you should instead consider removing the line of sight using some UserPatch trickery. It makes the map more dynamic and alive, and maps like these already lack a lot of cosmetic details.
 
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W

Koreawap

Member
Nov 25, 2018
4
5
8
  • Feb 10, 2019
  • #6
Appreciate the feedback all.

Version 1.1 has been released

Changes
- Forests have been nudged away from the center of the map to help balance starting woodlines.
- Overall forestation reduced


I personally have no interest in adding eye-candy like rugs and corpses and birds, but anyone is free to take this map and add that stuff on. I won't be salty if someone thinks the code is good enough to use as a base for their own map.
 
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