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Part "How to play"
"Combat"
"Map and its Parts"
 
   How to play / Combat / Map and its Parts

 Map and its Parts
 
Maps are made of separate logical parts.
Visually each part looks like a "horizontal" pulled out in width rhomb with a proportion 2:1. Correspondingly the map has the following proportions. Cells are marked by the lines and columns numbers. Numeration starts from the upper corner of the map.
Logical parts (so called cells) can be of the following types:
- simple.
- disabling a stand and move.
- disabling a stand, move and shooting through it.
- disabling shooting.
- disabling shooting and reducing units moving distance.
- reducing units moving distance and changing a shooting range.
Simple cell "earth" is a logical part of the map which doesn’t have any restrictions. It lets a unit stand on it, shoot from and through it. In addition, it doesn’t reduce a shooting range and unit’s moving distance when he goes through it. If this cell is close to some cells on the map it changes their properties. Visually a simple cell looks like a bare earth, covered with grass earth, a way with different types of covering and so on.
Cell "bushes", that disables a stand and move, is used for creating additional tactics options for a player in a positional game. It is a good part for creating "shot through" labyrinths. It is impossible to stand on this cell, pass through it and shoot from it. Though there is no restriction on shooting through it. If this cell is close to some cells on the map it changes their properties. Visually it looks like canyon, bushes, shrubs and so on.
Cell "tree", that disables a stand, move and shooting through it, is used for creating additional tactics options for a player in a positional game. It is a good part for creating "not shot through" labyrinths. Besides, it is a good shelter from archers. Only those units, who can make "ballistic" shots, can shoot through this cell. For an "ordinary" shooting “shadow” appears behind the "tree" cell. If this cell is close to other cells on the map it doesn’t change their properties. Visually the "tree" cell looks like a mountain and other not viewed parts of the landscape.
Cell "bridge" disables only shooting from it. It lets a unit stand on it and shoot through it. Besides, it doesn’t reduce a shooting distance and a unit’s moving distance when he goes through it. If this cell is close to other cells on the map it changes their properties. Visually it looks like a river bridge. Or it may also appear as columns with other parts of the landscape and with a good surface and absolute absence of field of view or/and possibility for a shooting.
Cell "river" disables shooting and reduces units moving distance. It allows a unit to stand on it and shoot through it. If a unit steps on this cell he stops. If a unit already stands in the river his moving distance reduces to the minimum. If a unit always moves at the lowest speed he doesn’t have a restriction on a moving distance. If a unit is able to strike at run and stands on the "river" cell this ability becomes unavailable to him. If a unit stands on the earth cell and shoots over the river his shooting distance can increase on one cell. This increase happens in that case when the last cell and the next after it is the river for a “standard” shooting. Otherwise, a shooting distance remains "standard". Visually river cell looks like the river, quick sands and so on.
Cell "bog" reduces units moving distance and changes a shooting distance. It allows a unit to stand on it and shoot from and through it. If a unit steps on this cell he stops. If a unit already stands in a bog his moving distance reduces to a minimum. If a unit always moves at the lowest speed he doesn’t have a restriction on a moving distance. If a unit is able to strike at run and stands on this cell this ability becomes unavailable to him. If the "bog" cell is close to some cells on the map a shooting distance changes.
- If a unit stands on the "earth" cell and shoots a shooting distance can increase on one cell. This increase happens only in that case when the last cell and the next after it is a bog for a "standard" shooting distance. Otherwise, a shooting distance remains "standard".
- If a unit stands on the "bog" cell and shoots a shooting distance remains unchanged. It is possible only if the last cell and the next after it is a bog for a “standard” shooting distance.
- If a unit stands on the "bog" cell a shooting distance reduces on one cell. It is possible only if the last cell is earth or bushes for a "standard" shooting distance.
Visually the "bog" cell looks like a bog, sand and other parts of the landscape that reduce a walking speed and allow shooting.
When the map is made there are no restrictions on matching of different types logical parts.
 

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