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cairnswk wrote:i am not looking for critical opinion in any of my maps.
lt_oddball wrote:I am too late to make a concept gameplay comment, but maybe it is worthwhile for a next seabattle map;
In order to simulate the movement of vessels and moreso the movement choice a commander of a vessel has to make and be stuck(!) with that movement choice for the next hour, why not had the map made like this:
players start at a starting location of one big ship (up to 4 brits, up to 4 spanish/french). On the map a variety of the other ships (frigates etc) are positioned in the field.
From each starting ship location there are 3 (or 4 or 5) lines emanating with sequential one direction attack "territories" each line represents one certain sail manouevre. By chosing one direction you pretty much have chosen a certain attack (or defense) sailing strategy.
These lines can and will cross eachother so that at a certain moment one can "jump" to someone other's line (like circus maximus map).
Sometimes a territory can also allow a bombardment at other lines over a certain distance.
Especially in a fog map it will be realistic in that at each crossroads you'd have to decide to stay (and build up) or continue-but in which direction.
To prevent a player to begin with attacking each of his choice saillines and keep all his options open for a long time , you can think of disheartening measures;
like
a) starting position will automatically lose -2 (or -4 whatever) troops per turn, so that after turn 3 all starting ship locations have turned to neutral.
or b) bonusses can only be acquired if one controls a minimum of "a" territories of one line and not controlling the first territory of the other lines.
What do you think ?
Industrial Helix wrote:The only thing I don't understand is how the bombardments work because I can hardly find a ship with those colored cannons.
MrBenn wrote:I'm hoping that we'll be able to allow for bigger large maps, but as far as I am aware, small map sizes will remain unchanged until there is a change to the UI.
Industrial Helix wrote:The only thing I don't understand is how the bombardments work because I can hardly find a ship with those colored cannons.
MrBenn wrote:I'm hoping that we'll be able to allow for bigger large maps, but as far as I am aware, small map sizes will remain unchanged until there is a change to the UI.
MrBenn wrote:I'm hoping that we'll be able to allow for bigger large maps, but as far as I am aware, small map sizes will remain unchanged until there is a change to the UI.
cairnswk wrote:MrBenn.
I am away from uni for 6 weeks.
Is there any movement on a new map size that might allow this trafalgar map to be completed?
cairnswk wrote:Is there any movement on a new map size that might allow this trafalgar map to be completed?
- Standard maximum sizes: 630x600 pixels for a small map and 840x800 pixels for a large map.
- SuperSize limits: 1000x800 pixels for a small map, and 1400x1200 pixels for a large map
Industrial Helix wrote:The only thing I don't understand is how the bombardments work because I can hardly find a ship with those colored cannons.
thenobodies80 wrote:[Moved] back into the foundry process.
Now, you should change your signature....Mr.Map!
Welcome back.
DiM wrote:at a first glance i find it kinda difficult to spot all the connections that exist on the map.
i have 2 beefs:
1. swiftsure and bahama have colossus between them and if i'm reading the legend corectly then they can both attack collossus and be attacked from it but they can't attack eachother (since they aren't opposing side ships locked together). the problem is that when i first look at them i see swiftsure touching bahama and my instinct tells me they are connected. if you could rearrange them a bit it would be great.
2. bombardments aren't very clear. i mean some are in plain sight and obvious (ie achille and montanes) but others are a bit problematic. for example berwick fires in the direction of defence but defence is tied up with sj and one might think berwick can also bombard sj.
...or perhaps i'm just to rusty and lost my touch at quickly spotting connections. i mean it's been a long time since i actually played a game
DiM wrote:maybe you could add some arrows for bombardments?
double headed arrows like this one: http://etc.usf.edu/clipart/74400/74442/74442_147_M6-5_s_mth.gif
but make them slightly transparent like watermarks. this way they won't be to intrusive and clutter the map.
i don't know, it might work. maybe it's worth doing one arrow just to see what it might look like.
cairnswk wrote:DiM wrote:maybe you could add some arrows for bombardments?
double headed arrows like this one: http://etc.usf.edu/clipart/74400/74442/74442_147_M6-5_s_mth.gif
but make them slightly transparent like watermarks. this way they won't be to intrusive and clutter the map.
i don't know, it might work. maybe it's worth doing one arrow just to see what it might look like.
that would work for long range bombardment, but between Prince and Principe De Asturias....mmmm, too close at quarter i think, but i'll give it go and put something up shortly.
DiM wrote:cairnswk wrote:DiM wrote:maybe you could add some arrows for bombardments?
double headed arrows like this one: http://etc.usf.edu/clipart/74400/74442/74442_147_M6-5_s_mth.gif
but make them slightly transparent like watermarks. this way they won't be to intrusive and clutter the map.
i don't know, it might work. maybe it's worth doing one arrow just to see what it might look like.
that would work for long range bombardment, but between Prince and Principe De Asturias....mmmm, too close at quarter i think, but i'll give it go and put something up shortly.
to solve the issue of really close ships simply add curvature to the arrow. make it like a parabola instead of a straight arrow. with a slight curve for longer distances and a more visible one for the really close distances.
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