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  • PROJECT TYPE :             Map Multiplayer (personnal project)

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  • GAME ASSOCIATED :    Total War Warhammer 2

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  • SOFT USED :                   The assembly kit Terry

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  • TEAM :                             Solo

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  • TIME :                              3 Weeks

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ABOUT THE GAME

Total War  is a serie of strategy games turn by turn where you can live intense real time battle.

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In this opus, you dive in the grim fantasy universe of Warhammer  to incarnate legendary lords of the famous races that populate this world.

​For more informations, go to the Wiki.

CONTEXT & INTENTIONS

In this game, lots of maps are directly linked to the campaign map and even if they are pretty awesome to look and realistic in a first place, they are not well balanced for multiplayer battles, giving enormous advantages depending on the starting position.

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In the campaign, it does not matter that much, because it's a realistic situation that can occurs during real battle. But in a situation of a multiplayer skirmish, it's not very appreciated by the community, due to the unbalance factor.

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There are few of these maps that are well balanced for the multiplayer and the maps that are designed for this purpose  are not very numerous and look flat and symetric.

 

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I came to the conclusion that it would be interesting to realise a map that looks asymetric in the design but that is finally balanced for a multiplayer purpose.

PRINCIPAL OBJECTIVE :

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Realisation of an asymetric map in term of landscaping but balanced for the multiplayer.

 BASICS & INFORMATIONS

This part presents the basics about the battle maps, environment elements and units that you can use.

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You can choose the part from the links below :

 

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If you are aware of all of this CLICK HERE to pass.

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Unit types

 UNIT TYPES

In this game, there are multiple  types of unit that behave differently from one to another, that are important to know in order to comprehend correctly the document and the design choices made for the creation of the map.

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WARNING: This is a global vulgarization not an expert guide. The goal is not to make an emphasis on the units. 

MELEE INFANTRY :

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Represent the fighters that  engage the enemies in close combat, either to hold the line, or to charge the opponents.

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Infantry_sword.png

MELEE CAVALRY :​

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On horses, wolves or other beasts, they charge into melee to break the enemy lines or take them from the rear, Inflicting huge damages to infantry.

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Shock_cavalry.png

RANGED INFANTRY :

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Archers or gunners, it represents the fighters that  engage the enemies from longer distance, but very weak in close combat.

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Missile_infantry_bow.png

RANGED CAVALRY :

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They move fast to take the best position to shoot at the enemies' lone unit and get away when troubles come to them.

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Missile_cavalry_bow.png

MELEE FLYING UNIT :

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The fastest of the units. They can reach any spot that are normally impossible for other units, attacking them when and where they want.

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Dragon.png

RANGED FLYING UNIT :

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They act as the ranged cavalry but with more ease to place themeselves to fight on the battlefield, and be free of getting hooked.

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Unit_cat_icon_wh_dlc05_wef_hawk_riders.p

ARTILLERY :​

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Static machines of death that are meant to destroy enemies from far positions. Strong against large regiments or big monstres, depending on the piece of artillery.

Cannon.png

MONSTERS :

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The biggests of the biggests. They inflict fear or either terror on their way, as well as destruction

Monstrous_infantry.png

LORDS & HEROES :

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They are the leaders of your armies, the pillars that will bring you victory, the game changers in the battles. Depending of their type, they can approach any situation differently.

Commander.png

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  • Speed :   Medium

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  • Range :   None

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  • Movement free :  No

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  • Speed :   High

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  • Range :   None

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  • Movement free :  No

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  • Speed :   Medium

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  • Range :   Low to Medium

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  • Movement free :  No

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  • Speed :   High

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  • Range :   Low to Medium

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  • Movement free :  No

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  • Speed :   Very High

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  • Range :   None

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  • Movement free :  Yes

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  • Speed :   Very High

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  • Range :   Low to Medium

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  • Movement free :  Yes

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  • Speed :   Low

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  • Range :   High to Very High

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  • Movement free :  No

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  • Speed :   Medium to High

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  • Range :   None

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  • Movement free :  No

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  • Speed :   Variable

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  • Range :   Variable

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  • Movement free :  Variable

Wh_main_emp_swordsmen.png
Wh_main_grn_goblin_wolf_rider_spear.png
Wh2_main_hef_archers.png
Wh2_main_hef_ellyrian_reavers_bow.png
Wh2_main_hef_mon_phoenix_flamespyre.png
Wh_main_emp_halberd.png
Wh_main_brt_knights_realm.png
Wh_main_brt_bowmen.png
Wh_main_emp_pistoliers_brace_pistols.png
Wh_main_vmp_fell_bats.png
Wh_dlc05_wef_hawk_riders.png
Wh_main_dwf_grudge_thrower.png
Wh_dlc01_chs_dragon_ogre_shaggoth.png
Wh_main_dwf_king_thorgrim.png
Wh2_dlc11_cst_deck_droppers_handgunners.
Wh2_dlc11_cst_queen_bess.png
Wh_main_vmp_crypt_horrors.png
Wh_dlc04_vmp_cha_vlad_von_carstein_0.png

These are the main types of unit. There are more of them with other fusion between types, but you see overall what are your troops.

Environment Elements

 ENVIRONMENT ELEMENTS

This topic presents the different environment elements that are present in the game, their specifications and how it affects the different units during a battle.

FOREST :

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  • Furtivity for most of units in it

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  • Reduce movement speed and melee attack for Cavalry and Monsters

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  • Projectiles are less effective when hit a unit in a forest because of the trees

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  • Dense Forests cut line of sight

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  • Disrupt unit's formation besause of the trees

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HILLS AND GRADIENTS :

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  • Affect the global line of sight from one side to an other

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  • ON TOP :

    • Charge bonus

    • Combat bonus​

    • Precision bonus for ranged units

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  • ON BOTTOM :

    • Charge malus

    • Combat malus​

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  • Lower the speed if you climb

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  • Lower the energy faster if you climb

WaJkG3iwSF63fsTbSUylA-JAZM_auTDSb8WrVVVi

SHALLOW WATER :

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  • Reduce movement speed and melee attack for Infantry size units

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ATTIBUTES :

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Some attributes allow to trespass some of the rules previously presented.

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ignore_trees.png

Strider

Woodsman

Speed and combat penalties caused by terrain are ignored by this unit.

This unit can pass through trees.

Aquatic

ignore_trees.png

Removes the combat penalty from fighting in water and provides a small bonus.

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hill.jfif
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IMPASSABLE OBSTACLES :

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  • Can't stand on it or pass through it (except for the flying units)

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  • Affect line of sight (if walls, mountains, etc)

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  • Affected by the same rules as hills and gradients

Deployment rules

 DEPLOYMENT RULES

At the beginning of the battle you deploy your troops on a limited area that is different from a map to another. You can see the deployment area of your opponent to place your troops depending on this. 

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Some units can also be deployed outside from the deployment area (linked to an attribute). For this purpose, there is also an extra limited area (that also change from a map to another) to prevent the deployment in these area.

deploy.PNG

Your deployment area

The enemy's deployment area

The area where none of your units can be deployed

Skip

 GLOBAL PLAN

map total war.png
map total war (lineofsight).png

 Overview of the map

map général.png

To present this map and explain it mor precisely, i cut it in three zone.

 

The number (1) is the higher in altitude. 

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  • Presently the best place for armies with artillery.

  • Limited passage from one side to another.

  • Advantage for flying unit this way.

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The number (2) is the middle one in altitude. 

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  • Larger passage from one side to another.

  • The way allows many flanks since it's centered and vanguard units.

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The number (3) is the lower in altitude.

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  • Cornered passage.

  • Low visibility because of dense forests and a high mount : Stealth way.

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Deployement areas :

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  • Vanguard can't be placed behind and on the side of each of the players deployement areas (limits with doted lines): create a safer zone for artillery.

  • The vanguard units can be placed up to the limit of the ravine to take advantage of the  ranged units. But you are back to a wall,and flee then becomes difficult or even impossible.

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ZONE 1

secteur 1.png

The number (1) :​

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  • A 2 layers hill that is the highest point on the map and give a slight advantage to the yellow player on keeping his position.

  • No real cover to confront the red player.

  • far away from other points of the battlefield (since it's in a corner).

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The number (2) :​

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  • Choc point just large enough to let pass 1 unit a time.

  • Some trees on the edges protect from some shoots.

  • Ranged units can take advantage of this position.

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The number (3) :​

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  • A lower hill than the other one.

  • Also great for artillery pieces.

  • A better backup line with the forest nearby.

ZONE 2

The number (1) :​

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  • A plateau near a forest (on the left).

  • The forest give potential covers to enemies that want to advance to the Zone 1.

  • A great elevation to go from (2) to (1).

  • partial view of the map from this side (lots of fog).

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The number (2) :​

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  • The tower break some line of sight and bring covers to units.

  • The great breach don't allows unit below to shoot on unit at the top.

  • The great breach  allows to unit to shoot from one side to another.

  • Yellow breach side is easier to reach than the red one.

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The number (3) :​

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  • No plateau for this side.

  • Near  forest of Zone 3 to go on a stealth position easier.

secteur 2.png

ZONE 3

secteur 3.png

The number (1) :​

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  • Easy to hide unit from the view of the the red side.

  • Flying unit on the top of the mountain reveal all the map.

  • Some trail of forest that lead to the center of yellow deployement.

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The number (2) :​

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  • Lots of forest that allows flanks on the center of the map or either to the back of each others forces.

  • Some holes in the forest to ease the passage and bring need of attentions to keep your units hidden.

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The number (3) :​

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  • Great cover and difficult to apprehend for the cavalry because of the many little hills in the forest.

1st TEST SESSION & FEEDBACKS

map total war.png

1

2

3

4

5

6

1

  • Choc point too thin.

  • Too far from the middle of the map.

  • Flanking way too isolated.

2

  • Too many advantages to camp strategies.

  • Conduct the fight to the corners of the map.

  • Freeze the action and limit the interset.

3

4

  • Intersting for flying unit to flee and fight.

  • Cut too much the diverse fronts.

  • Breach too deep with not much interest.

5

  • Too large : limit flankings.

  • Interesting way to balance the vision.

6

  • Deployement Zone are too large and too permissive for defensive players.

  • Need flank on the vanguard deployement.

MODIFICATIONS

map total war rework.png

1

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3

4

5

6

7

7

1

Add a new road, large enough to let pass 1 unit a time, allowing more simple flanking.

2

Enlarged the way to let pass more units this way. Reduce the advantages of the camping technic.

3

4

Flatered the hills to break the too high advantages of the camping technic.

5

Add a rock that allows units to hide behind and give some cover to flank units.

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Reduce the weight of the mountain that allows an easier and faster flanking.

7

Reduced the size of deployement zones, allowing easier flanking. By the same way, do not allow the players to take position to high on the hills and recentered the fight.

2nd TEST SESSION & FEEDBACKS

map total war rework.png

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2

3

4

5

6

1

  • Choc point is better now but maybe enlarge it a bit more too thin.

  • thanks to the second way, it brings more sens.

2

  • Too difficult to hide units on this part of the battlefield.

  • Not too much OP to camping tactics anymore.

3

  • Again, a bit too large : limit flankings.

  • Not that clear where you can walk or not.

4

  • Cut the main road to uppers flanks roads.

5

  • Lack of interest.

6

  • The overall map has a too much important vertical drop.

screen_v3.PNG

1

2

3

4

5

6

1

2

Enlarge the path and open the ways to go on the other parts of the map.

3

4

Add a new hill, to value more the angles.

5

Add a new pitch of trees, to ease the way to hide on this side.

6

Break the vertical drop and flatten the overall map.

MODIFICATIONS

FINALE

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