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For the first time in over five years we have had no new additions to the maps in FETO. Today I am proud to announce that we have figured out how to add maps to the game and are now taking submissions for new ones. Below will be a list of guidelines that have to be followed for map submissions.

When submitting maps, you will have to submit the following:

  • A downloadable png or gif file containing said map
  • A "text" version of the map (reference here for what goes in the txt file) as well as starting positions!
  • For map dimensions, no larger than 36 tiles wide, and 40 tiles tall (there are a few outliers, bit this is general)
  • Indicators for player/team starting positions, number of players/teams/units per team as well as tiles for Assault/Defense
  • Also think about balance, opposing teams should start at least 16 spaces away from one another (unless gimmick maps like Gauntlet)
  • Only submit a grid IF AND ONLY IF you submit a map w/o one



An example of a correct submission:

Map Name: Song of the Day Sparrow [2P]
Image of Said Map:
[Image: daysparrow.png]
Text Version of the Map

Code:
8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,8;

Starting positions
Code:
{1|1,2;1,3;1,4;1,5;1,6;1,7;1,8;2,5;}
{2|28,2;28,3;28,4;28,5;28,6;28,7;28,8;27,5;}

1 being orange, 2 being blue and so on~


That's the general, happy mapping~
Made a batch of 4 maps to begin with (one of them big) so excessively huge post incoming xD

1 - Gang For All [6P, FFA]

Map with and without starting positions:

[Image: 7j8FSzs.png]     [Image: N7u7K9f.png]

Text version:
Code:
1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,4,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,4,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,4,1,1,1,9,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1,1,1;
9,1,1,1,1,1,9,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1,1,1;
9,1,1,1,4,1,9,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,9,1,1,1;
9,1,1,1,1,1,9,1,1,1,9,1,1,1,4,1,1,4,1,1,1,4,1,9,1,1,9,1,1,9,1,1,1;
9,1,1,1,1,1,9,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1,9,1,1,9,1,1,9,1,1,1;
9,1,1,1,9,1,9,1,1,1,9,1,4,9,1,1,1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1;
9,1,1,1,9,1,9,1,1,1,9,1,1,9,1,1,1,1,1,1,9,1,4,9,1,1,9,9,9,1,1,1,1;
9,1,1,1,9,1,1,1,1,1,9,1,1,1,4,1,4,1,1,1,9,1,1,9,1,1,9,9,9,1,1,1,1;
9,1,1,1,9,1,1,1,1,1,9,1,1,1,1,9,1,1,1,1,9,1,1,9,1,1,9,1,9,1,1,1,1;
9,1,1,1,9,1,4,1,1,1,9,1,1,1,4,9,1,1,4,1,4,4,1,9,1,1,9,1,9,1,1,1,1;
1,1,1,1,9,1,1,1,4,1,9,1,1,1,1,9,1,9,1,1,1,1,4,1,1,1,1,1,9,1,1,1,1;
1,1,1,1,9,9,1,1,1,1,1,1,4,1,4,1,4,9,1,1,1,1,1,1,1,1,1,1,9,1,1,1,1;
1,1,1,1,9,9,1,1,1,1,1,1,1,1,1,1,1,9,1,1,4,1,1,1,9,1,4,1,9,1,1,1,1;
1,1,1,1,9,9,1,4,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,9,1,1,1,9,1,1,1,1;
1,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,9,1,1,4,1,9,1,1,1,9,1,1,1,1;
9,1,1,1,1,9,1,1,1,1,9,1,4,1,4,9,1,1,1,9,1,1,1,1,9,1,1,1,9,1,1,1,1;
9,1,1,1,1,9,1,1,1,4,9,1,1,1,1,9,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1;
9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1;
9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1;
9,1,1,1,1,9,1,1,1,1,9,1,1,4,1,1,1,1,1,4,1,9,1,1,9,1,1,1,1,1,1,1,1;
9,1,1,1,1,9,1,1,4,1,9,1,1,1,1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1;
9,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,1,4,9,1,1,9,1,1,1,1,1,1,1,1;
1,1,1,1,1,9,1,1,1,1,9,1,1,1,1,4,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1;
1,1,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,4,1,1,9,1,1,1,1,1,1,1,1;
1,9,1,1,1,9,1,1,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1;
1,9,1,1,1,9,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1,1,1,1,1,1,1,1;
1,9,1,1,1,9,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1,1,1,1,1,1,1,1;
1,1,1,1,1,9,1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;


2 - Cornered [5P, 4v1 teams]

Maps:

[Image: Nzkv0pg.png]     [Image: AQRWUEg.png]

Text version:

Code:
1,1,4,1,1,1,1,1,1,1,1,4,1,1;
1,4,1,1,1,1,1,1,1,1,1,1,4,1;
4,1,1,1,1,1,1,1,1,1,1,1,1,4;
1,1,1,1,1,1,10,10,1,1,1,1,1,1;
1,1,1,1,1,10,4,4,10,1,1,1,1,1;
1,1,1,1,10,4,14,14,4,10,1,1,1,1;
1,1,1,10,4,14,2,2,14,4,10,1,1,1;
1,1,1,10,4,14,2,2,14,4,10,1,1,1;
1,1,1,1,10,4,14,14,4,10,1,1,1,1;
1,1,1,1,1,10,4,4,10,1,1,1,1,1;
1,1,1,1,1,1,10,10,1,1,1,1,1,1;
4,1,1,1,1,1,1,1,1,1,1,1,1,4;
1,4,1,1,1,1,1,1,1,1,1,1,4,1;
1,1,4,1,1,1,1,1,1,1,1,4,1,1;

Starting positions:
Code:
{1|1,1;1,2;1,3;2,1;2,2;3,1;12,1;13,1;14,1;13,2;14,2;14,3;1,12;1,13;1,14;2,13;2,14;3,14;12,14;13,14;14,14;14,13;13,13;12,14;}
{2|4,7;4,8;5,6;5,7;5,8;5,9;}
{3|7,11;8,11;6,10;7,10;8,10;9,10;}
{4|11,7;11,8;10,6;10,7;10,8;10,9;}
{5|7,4;8,4;6,5;7,5;8,5;9,5;}


3 - Asphyxiation [6P, 5v1 teams]

Maps:

[Image: L2YAzYm.png]     [Image: r0h8MOI.png]

Text version:

Code:
1,4,1,1,4,6,1,1,1;
10,1,6,1,4,4,6,4,10;
1,6,1,10,1,1,1,4,1;
1,4,4,4,10,1,10,4,4;
1,10,1,6,5,4,4,6,4;
6,1,10,1,1,4,1,1,4;
4,1,4,4,1,10,4,6,1;
10,1,6,1,1,4,4,4,1;
1,1,4,4,1,6,1,10,1;

Starting positions:
Code:
{1|1,1;1,3;1,5;1,7;1,9;2,2;2,4;2,6;2,8;3,1;3,3;3,5;3,7;3,9;4,2;4,4;4,6;4,8;5,1;5,3;5,5;5,7;5,9;6,2;6,4;6,6;6,8;7,1;7,3;7,5;7,7;7,9;8,2;8,4;8,6;8,8;9,1;9,3;9,5;9,7;9,9;}
{2|1,2;1,4;2,1;2,3;3,2;3,4;4,1;4,3;}
{3|6,2;6,4;7,1;7,3;8,2;8,4;9,1;9,3;}
{4|6,7;6,9;7,6;7,8;8,7;8,9;9,6;9,8;}
{5|1,7;1,9;2,6;2,8;3,7;3,9;4,6;4,8;}
{6|5,2;5,4;5,6;5,8;2,5;4,5;6,5;8,5;}


4 - Winter Wonderland (Small) [3P, FFA, allows Assault]

[Image: iFFcLaw.png]     [Image: 1HUxG1L.png]

Text version ("unusable" tiles (the ones marked with a *) may have to be changed here and there)

Code:
1,4,1,4,1,1,1,4,4,1,1,1,4,10,1,1,4,3,2,2,2,3,3,1,1,1,4;
4,1,1,1,1,2,2,2,1,4,4,1,1,1,4,1,3,3,2,2,2,1,3,1,4,1,4;
4,14,1,4,1,2,2,2,1,1,1,4,4,1,1,4,3,4,2,5,2,3,3,1,1,14,1;
1,4,1,1,1,2,5,2,2,2,2,2,1,1,4,1,3,3,3,1,3,3,4,1,1,1,4;
1,1,1,1,1,4,1,2,10,4,4,2,1,4,1,4,4,1,1,10,1,1,4,14,1,1,1;
4,1,4,1,4,4,1,2,2,2,2,1,1,4,4,1,14,1,4,1,4,4,1,1,4,1,4;
1,1,1,1,1,1,1,1,1,1,1,4,1,7,7,7,7,7,1,1,4,1,4,1,4,1,1;
4,4,1,4,1,1,4,7,7,7,1,1,4,4,7,7,7,7,7,1,1,1,1,4,4,10,2;
1,4,1,4,4,1,4,7,7,7,7,1,1,1,7,7,7,7,7,1,1,4,1,4,2,2,1;
4,1,4,1,10,4,1,7,7,7,7,1,1,4,1,7,7,7,7,1,1,10,1,1,1,4,4;
1,1,4,1,4,1,7,7,7,7,7,1,1,1,1,1,1,1,1,1,1,4,4,1,1,14,4;
4,4,1,4,1,4,7,7,7,1,1,1,1,4,1,1,1,1,1,4,1,1,1,1,4,1,1;
1,4,1,4,1,4,7,7,7,1,1,2,2,2,2,4,1,4,4,1,1,6,1,4,1,1,4;
1,4,1,4,4,1,4,4,1,1,4,2,2,2,2,1,4,1,4,1,1,4,1,1,1,1,4;
4,1,4,1,4,1,1,4,1,4,1,2,2,5,2,7,7,7,1,6,6,7,7,7,1,1,1;
1,1,4,1,1,1,7,7,7,1,1,1,1,1,1,7,7,7,7,7,*1,7,7,7,7,1,1;
4,1,1,1,4,7,7,7,7,7,1,1,1,4,7,7,*7,*7,*7,*7,*7,*1,*7,7,7,1,4;
1,4,4,1,1,7,7,*7,7,7,1,4,1,1,7,7,*7,*7,*7,*7,*7,*1,*7,7,7,1,1;

Starting positions:
Code:
{1|1,1;1,3;1,5;2,2;2,3;2,4;2,5;3,3;3,5;4,3;}
{2|12,17;13,16;12,16;12,15;11,16;11,15;11,13;10,16;10,14;10,13;}
{3|24,1;25,1;26,1;24,2;26,2;25,3;27,3;25,4;26,4;27,5;}
1st map: unsure. I could potentially see a 1st turn box-in.
2nd map: It's a gimmick map, can't really comment more on it. It's basically a more open-field NTR. Good to go.
3rd map: Just a 6-player NTR. Nothing more needs to be said about it. Good to go.
Winter Wonderland: It's a large improvement over what we already have now. I'd say we scrap what we have now and have that replace it. (Except, don't replace or delete the old one. Add this one as a new map, and just hide the other one from view. That way nothing breaks.)

Also: Needs more 4v2 and 3v3 NTR.
(01-01-2016, 02:47 AM)Falaflame Wrote: [ -> ]1st map: unsure. I could potentially see a 1st turn box-in.

Also unsure over here, but then again, it's an FFA and you can always get cornered regardless of map structure if two players decide to gang up on you.
And on second map, a reduced move after the forests may be needed as Fred pointed out orange could get something like 8 kills max which would probably be a bit much. It might be worth testing if that's actually possible and how much the terrain will affect the amount of kills though.
lol double post

If I'm not mistaken there is not yet a plain 2v2 map on FETO so this should fix that.

Name: Imperishable Night
I mean, I can't come up with anything better and Touhou stage names for maps are popular, so why not?

Maps:
[Image: p7khaBx.png]     [Image: FOXtYGR.png]

Text:
Code:
1,1,1,1,1,6,6,6,6,6,1,1,1,1,1,6,6,6,6,6,1,1,1,1,1;
1,1,1,1,1,6,6,6,6,6,1,1,1,1,1,6,6,6,6,6,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,6,6,6,6,6,1,1,1,1,1,6,6,6,6,6,1,1,1,1,1;
1,1,1,1,1,6,6,6,6,6,1,1,1,1,1,6,6,6,6,6,1,1,1,1,1;

Starting positions:
Code:
{1|1,1;1,2;1,3;1,4;1,5;1,6;2,1;2,2;2,3;2,4;2,5;2,6;}
{2|24,1;24,2;24,3;24,4;24,5;24,6;25,1;25,2;25,3;25,4;25,5;25,6;}
{3|7,1;8,1;9,1;10,1;11,1;12,1;7,2;8,2;9,2;10,2;11,2;12,2;}
{4|24,7;24,8;24,9;24,10;24,11;24,12;25,7;25,8;25,9;25,10;25,11;25,12;}
could do very well without the hillspam but otherwise it's fine
http://oldforums.feplanet.net/index.php?...t&p=791910

[Image: n2r2-1.png]
Code:
6,6,1,1,1,6,1,6;
1,17,17,17,17,17,17,4;
17,17,10,1,1,10,17,4;
4,4,1,6,6,1,17,1;

Code:
{1|2,1;4,1;1,2;3,2;2,3;4,3;1,4;3,4;}
{2|1,1;3,1;5,1;7,1;2,2;4,2;6,2;8,2;1,3;3,3;5,3;7,3;2,4;4,4;6,4;8,4;}
{3|6,1;8,1;5,2;7,2;6,3;8,3;5,4;7,4;}
(01-12-2016, 11:01 PM)Nolan Kryptonite Wrote: [ -> ]http://oldforums.feplanet.net/index.php?...t&p=791910

Walls between each color should be 3 tiles thick and the places where they each start off should be marked with No Siege. After that, I think it should be good to go. Even though I wouldn't forfeit the chance of getting about 10k gold for the sake of a treasure that's probably gonna be lousy anyway
I'm still not sick of making maps. This time I remade Treasure Castle since Fal brought up that red has a huge disadvantage in the map as it is now. There's no need for changing starting positions from what they were before, but Red's assault tile should be changed to where I put the lower left stairs (3,25 if I'm not mistaken) and I also removed a few of the walls.

[Image: fWzsxpU.png]

Code:
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,8,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,8,1,1,1,9,1,1,1,1,1,9,9,1,1,9,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,9,1,1,9,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,1,1,1,1,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,1,1,8,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,8,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,8,1,1,1,1,1,1,1,9,9,9,9,1,8,1,1,9,1,1;
1,9,9,9,9,9,1,1,1,1,1,1,9,1,1,1,1,9,1,1;
1,9,9,9,9,9,1,1,1,1,1,1,9,1,1,1,1,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,9,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,9,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,1,9,1,1,9,9,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,1,9,1,1,9,9,9,1,1,1,1,1,1,1,1,1;
1,9,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
(01-13-2016, 04:52 AM)MMM Wrote: [ -> ]
(01-12-2016, 11:01 PM)Nolan Kryptonite Wrote: [ -> ]http://oldforums.feplanet.net/index.php?...t&p=791910

Walls between each color should be 3 tiles thick and the places where they each start off should be marked with No Siege. After that, I think it should be good to go. Even though I wouldn't forfeit the chance of getting about 10k gold for the sake of a treasure that's probably gonna be lousy anyway

Or just force the map to become teams (like Gauntlet), and keep everything as is.

(01-14-2016, 07:30 AM)MMM Wrote: [ -> ]I'm still not sick of making maps. This time I remade Treasure Castle since Fal brought up that red has a huge disadvantage in the map as it is now. There's no need for changing starting positions from what they were before, but Red's assault tile should be changed to where I put the lower left stairs (3,25 if I'm not mistaken) and I also removed a few of the walls.

[Image: fWzsxpU.png]

Code:
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
1,1,1,1,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,8,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,8,1,1,1,9,1,1,1,1,1,9,9,1,1,9,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,9,1,1,9,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,1,1,1,1,9,1,1;
9,9,9,9,9,9,9,1,1,1,1,1,9,1,1,8,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,9,1,1;
1,1,1,1,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,1,1,8,1,1,1,1,1,9,9,9,9,1,1,1,1,9,1,1;
1,8,1,1,1,1,1,1,1,9,9,9,9,1,8,1,1,9,1,1;
1,9,9,9,9,9,1,1,1,1,1,1,9,1,1,1,1,9,1,1;
1,9,9,9,9,9,1,1,1,1,1,1,9,1,1,1,1,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,1,1,9,1,1,1,1,1,1,9,9,1,1,9,9,1,1;
1,9,1,9,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,9,1,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,9,9,9,1,9,1,1,9,9,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,1,9,1,1,9,9,9,1,1,1,1,1,1,1,1,1;
1,9,1,1,1,1,1,1,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,9,9,9,9,9,9,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,9,1,1,9,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;

Good to go. Though, like I said with the previous Winter Wonderland revamp, I'd just tag it under (New), and whenever we can, hide the old version instead of deleting it.
So, I have decided that I am going to give this a name befitting to the suffering I went through to make it on an Android device.



Map Name: Forged Through Hellfire

Teams: Orange-Red VS. Blue-Green

[Image: 5zTHcxV.png]



Code:
2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1;
1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,1,1,1,1,1;
1,1,1,1,1,1,1,2,1,2,2,2,2,1,1,1,2,1,2,2,2,1,1,1,1,1;
2,2,1,1,1,2,2,2,2,2,2*,2,2,1,1,1,2,2,2,2*,2,2,2,1,1,1;
2,2,1,1,1,2,2,2*,2*,2,2,2,2,1,1,1,2,2,2*,2*,2*,2,2,1,1,1;
2,2,1,1,1,2,2,2*,2,2,2,2,2,1,1,1,2,2,2,2*,2*,2,2,1,1,1;
2,2,1,1,1,2,2,2,2,1,1,1,1,1,1,1,2,2,2,2,2,2,2,1,1,1;
2,2,1,1,1,2,2,2,2,1,1,1,1,1,1,1,2,1,1,2,2,2,2,1,1,1;
2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,2,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,1,1,1,2,1,1,1,1,1;
1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,2,2,2,2,1,1,1;
2,2,1,1,1,1,2,2,2*,2*,2,2,1,1,1,1,1,1,1,2,2,2,2,1,1,1;
2,2,1,1,1,2,2,2*,2*,2*,2,2,1,1,1,2,2,2,2,2,2*,2,2,1,1,1;
2,1,1,1,1,2,2,*,*,2*,2,2,1,1,1,2,2,2*,2*,2,2,2,2,1,1,1;
1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,2,2,2*,2,2,1,1,2,1,1,1;
1,1,1,1,1,1,1,2,2,2,2,2,1,1,1,2,2,2,2,2,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1;
1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1;
1,1,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1;

And here are the starting locations.

[Image: TyE2mkt.png]

Have fun.
What, you thought I was done making maps? AHAHAHAHAHAHAHAHA YOU'RE SO FUNNY

Call this one... The Ultimate Gold Farm. Teams optional, standard ORP v BGY should work for it imo. Or maybe OGP v BRY, but only way to really find out is to test a lot! *hint hint*
Yes, could be a bit awkward as an FFA, but it shouldn't be of any harm to have the option there right?
Anyways, maps!

[Image: 8d9OXd7.png]     [Image: h3JkATn.png]

And also the text:
Code:
1,6,10,6,10,10;
1,4,10,4,4,6;
1,4,1,4,10,7;
1,1,10,4,4,4;
10,4,1,4,6,17;
6,4,7,6,6,17;
Soon enough Gauntlets won't even be a thing anymore.
Airra, that map doesn't look like it has any balancing issues, so it's good to go. Though, if we could possibly get it working, we should make the lava tiles tiles that 100% activate a random Trap, as homage to the lava tile maps in the original FE games. That is, of course, up to you though!

I have no problem with MMM's submission either, though I think the standard O/R/P vs B/G/Y should be just fine. O/B/R vs G/P/Y could also be fine if the vast majority of the defending team is already on terrain.
(01-26-2016, 09:08 PM)Falaflame Wrote: [ -> ]Airra, that map doesn't look like it has any balancing issues, so it's good to go. Though, if we could possibly get it working, we should make the lava tiles tiles that 100% activate a random Trap, as homage to the lava tile maps in the original FE games. That is, of course, up to you though!

Also, you are a really cool person and I will give you all of the chocolate bars hidden in the secret FEP chocolate vault just to prove it.

I didn't know that was a possibility. All the lava in the map is blocked by Cliff tiles, though, and it'd only affect fliers. I also had it in mind that it would be a simple four player map. Can't remember where or when I read it (maybe right after that Garden Castle tournament?) but I was thinking about when someone mentioned a lack of decent 2v2 maps while putting it together, so I wanted to fill in on that.

I could probably put together one that would make use of actual walkable lava that needs a trap effect at some point, perhaps. When I get a PC and don't have to struggle with trying to make things pixel-perfect on Android, that is.
It should only have taken me twenty minutes to get this together, but it stretched on for soooooo long (and I can't even animate the lava to glow and have a heat distortion effect!).
I meant the actual lava tiles that, in the original game, if you placed your unit on them, your unit would take 10 HP damage at the end of the turn.

[Image: 9U2Xwjb.png]

These tiles.

I'd be up for such a mechanic, though if we were to introduce that, we should probably reduce the number of those lava tiles so that they aren't so much of a pain to dance on (but still make your opponent think twice before striking or hit/running.)

Though if we were to submit the map without any specific trap tiles, I think it's good enough as is. O:

Just some thoughts.

Quote:Also, you are a really cool person and I will give you all of the chocolate bars hidden in the secret FEP chocolate vault just to prove it.

Yeah, you are cool. But I didn't know I had an FEP chocolate vault. xD
Ah, that's what you meant. I didn't actually get to reach any maps that had such an effect in the few I played (something ALWAYS happened roughly two thirds into the game to make it literally unplayable). I just thought those tiles were for variety.

I can think of some neat designs based around those now, though...

And several map tricks if breakable walls and trees ever becomes a thing.


And that quote you totally actually said did mention that the vault was secret.
(01-27-2016, 03:19 PM)Airra Wrote: [ -> ]Ah, that's what you meant. I didn't actually get to reach any maps that had such an effect in the few I played (something ALWAYS happened roughly two thirds into the game to make it literally unplayable). I just thought those tiles were for variety.

I can think of some neat designs based around those now, though...

And several map tricks if breakable walls and trees ever becomes a thing.


And that quote you totally actually said did mention that the vault was secret.

Now that you mention it, the absolute worst map ever in FETO history Hero of The West might actually be playable if we introduce those breakable walls. And that's something I didn't even think of yet.

Also you're right. The vault was secret. It was good while it lasted.
Would be useful for varying bits of extra strategy. Break the walls for extra paths or defend them and try to force the opponent to go through the path that fits your own campy strategy.

Doors would also be nice, though there aren't any Thieves in FETO. Unless, of course, there were some type of trigger tile or any unit could open doors. (Though Thieves would be a nice addition if we were to get Fog of War as a game mode option.)

Anywho, I think I'll go on and remove those lava brick tiles to avoid confusion in case damage tiles do become a thing. Shouldn't take more than an hour this time!

... Right?

EDIT: Click here for an updated map image!
That's good enough.

Also, wasn't this map based on FE6? lol...
I may have (read: totally) hunted around the internet for a base to start from.

I was looking for something to pull tiles from and noticed one of the official maps would make a good four player map with some tweaking.
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