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Старый 02.07.2018, 11:01
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dodo_z_z
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Регистрация: 01.04.2016
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Регистрация: 01.04.2016
Сообщения: 2
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Re: [ОБЪЯВЛЕНИЕ] Зеркальный Джебус для СОДа! (и другие новые и будущие шаблоны)

Here's my version of mt_Jebus.


Desert is divided by two to reduce the chance of monoliths entrances and exits generating too close to each other. (This means that desert can have two alignments.)
Zones 4-5 are empty snow terrain, added to reduce playable size and control positioning of playable zones.(there is an alternate template for Tower where empty zones are dirt terrain.)
Nominal 3k guards separating zones 2-3 to reduce chances of bugged generations.(per Wicc)

Here are some sample minimaps:


There is maybe 5-10% chance of bugged generations. Mostly roads going through empty zones. Rarely, one of the monolith is generated in an inaccessible area within the mountains, but map should still be playable. Happened once where desert guard was through a monolith instead of a ground connection.

With default treasure values, starting zones are often too poor, so I increased mid-range treasure (5000-16000) from density 6 to 8. Low-range treasure (300-3000) increased from 14 to 15. It can still occasionally be too poor.
Bad blocks along the roads seems to be the most common problem.

In desert, low-range treasure(10000-25000) is increased from 10 to 15. Even with such an increase, sometimes desert zone can still be a little sparse. Monoliths and towns are not as well spread out as Hota, but in general they still look ok.

Suggested rules:
Allowed to bypass 3k guards between desert zones.
Not allowed to enter empty zones except to reach map objects belonging to current zone.
Not allowed to visit quest huts in empty zones.
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