When and why did you guys appear.
Sorry? I wasnât part of this community in 2015 so you may be mistaking me for somebody else.
Apparently I suck at counting, 2016.
You posted at FE Map Creator thread âAs someone who sucks at art, this thing is amazing. I donât think Iâd be able to just sit down and produce a good looking map by myself tile by tile, but this thing allows for all those small details to be done for me.â
people change over time
I still suck at aesthetics but once again thatâs not really the purpose of this thread
Hey, this was a great starting point, would be curious to know if youâve learned more since '18!
I just recently got into FE and have built a game to play as a tabletop with my friends based on it. and right now Iâm stealing maps from FE titles but I know soon enough that wonât cut the cake. Iâd be very interested in learning more.
Havenât been here a while so Iâm not sure what the rules are on necro posts.
The only thing Iâd add to whatâs already said is âwhat is the emotional pull or story goal in this map?â Things like pathing and unit density matter regardless of the map, but other factors change with what you want to accomplish. Is this map âbabyâs first battleâ or âthe main characters kill everyoneâ or âthe prince is on the run from enemy forcesâ whatever the emotional tone of the map is changes how you lay out paths, use reinforcements and how easily attainable the objective is.
When working on a romhack or a real FE game you want maps to be clear in objective, simple, but not so restrictive thereâs no replay value. Iâve played far too many romhacks with convoluted, bloated, or restrictive maps with no replayability. These things bespeak an inexperience in game design. A very simple metric is to look at maps you like in fe and replicate what those maps do well.
Because youâre working in a tabletop environment you donât have to worry so much about replayability. If you want your players to go down a path, you can design the map to lead them down that path and donât have to face backlash of not being fun on a second playthough. Still give your players some agency and clear strategic decisions, but know that in a role playing environment itâs those key story beats that make or break the experience. You could have an average map, but if the main characterâs archnemesis spawns halfway into the map youâve bumped the experience for your players up to an 11. Create a map where it can played the âeasy wayâ but people die or you can play it the hard way (risking everything) but at the chance of saving innocents. Those are the sorts of things FE type games thrive on.