The starting locations are just randomly picked, like in Dynamix's maps, starting close to your enemies adds a challenge to the game.
Here's a list of bugs/problems found so far in the beta version (for your enjoyment):
-The 'Bottom Tube' Terrain mapping was wrong, it had set it to lava wall on grey ground
- Fixed-There was one spot where I skipped a tile when I was making the shore impassible, letting Betaray's tigers loose on the ocean.
- Fixed-Bridges were way too small, any attack was pure suicide... I'll make them wider and up the crossing speed a bit (does z12 sound nice
)
- FixedIt would be neat to have a separate .vol for greenworld hacker, but I was waiting for Levi to do that, since it is his project. But, if there was a way to convert a map from one tileset to another, I probably would reorganize the tileset (to remove repeat tiles such as walls and tubes, and to put things where they should be {I don't really need a rock in the middle of my shore tiles!
})and convert all existing maps (there are less than 10, no big deal).
Perhaps if the new mapper has these two changes to the tileset and terrain windows, it would be easier:
The window where you add wells to your map would be mostly the same, but if you replaced a well with a new well that is too small, or if you delete a well that is used in the map, you are given the option to convert existing tiles into tiles from a different well. This way you could replace grnwld01 with stuffs01 which has many more tiles, but delete grnwld02 and assign used tiles from it to tiles from stuffs01.
It would also be nice if the terrain window could save terrains, so you could just load one file into your map and not mess with all the tiles that need transformations.