Just as an aside;
The 12+ years of playing, testing, and making/scripting/debugging maps has exposed me to almost every play style/trick/exploit thats been seen in Myth II: Soulblighter, and i have learned to close most those *loopholes* in each succession of my maps. I know some people rely on or even enjoy some of these *exploits*, it is however my perogative to either allow or prevent such tactics depending how my maps speak to me while building/play-testing them.
I didnt, nor ever, make any of these decisions lightly, and most everything goes through many variations for the best fit of flow, fun, difficulty, *i wants*, WOW!, etc. before i finally settle on what i *percieve* as the best balance between all those things.
This particular solution of forcing units to fallback to the Dwarfs
(which can be stopped at any point after they turn), was the best of about 4 other solutions i tested various set ups of. The aformentioned, Myrks/Saken Spawn on wayward unit(s), Add cumbersome Script to VoD to test and adjust/MUNG map actions accordingly for player splitting into 2+ groups/running units off further than X apart, Send a Mass of Thrall, or Tro/GMyrks, or whatever to come enforce the notion you should stay together, OR, what i finally settled on after much fine tuning. That wayward units *just* turn back/return towards dorfs,
you never lose control and can actually bounce them at their leashes end pretty well if you are intent on it. ;o)
Sure, there was that fifth choice, i could just *let* the player do whatever, run units out,
all_the_way to the first bridge, AND back even !! :oO Yes, that was originally possible, though difficult, either way it TOTALLY made VoD's gameplay
no_where_near how i intended nor wanted, so i made a judgement call. Had VoD not been a linear map, i may well have decided differently. In the end I hardly even noticed this *restriction* on my gameplay and adjusted quickly to it, even learning to *exploit* this fault/feature to send a unit out to scout unattended, knowing he will come back on his own, allowing me a spare second or 2 to micro my other units. ;o)
Anyways,
I can understand the frustration some players can have playing outside their *comfort* zone, as i too experience this in other peoples maps. However, I do go to great lengths to make as much as possible apparent or accesible via Read Me, Pregame Story, Hints, Objectives, etc to help prepare/forewarn players what to expect. When i play other peoples maps, i try to forego my *normal* style of play initially and let the Maps speak/dictate to me, then as i become more familiar with the map, i can use or not use my own style as it works within the map, but maybe thats just me ?? ;op
Other things, visual, such as the overhead map comes down to being my fault/oversite. That OH is perfectly fine and AWESOME on my rig, but after watching a couple Myth YouTubes, i noticed many folks still play at a lower resolution than I do and this apparently makes it bigger bulkier for those individuals. It is something i am already looking into resolving for the map i am currently trying to finish off, but it may again come down to a judgement call ?? :o(
Lastly, i personally prefer TFL gameplay, the uncertainity was half the fun IMO !! "i hope that bottle exp... DAMN!! DUD!@! RUNAWAY!!!!" ;o)