Moderator: Cartographers
AndyDufresne wrote:No-Mans land should have some shell holes to hang out in for protection against assaults by the opposing side from a the main offensive direction!
--Andy
koontz1973 wrote:2 points Flapcake, I know your other map has slowed down a little but I hope you are keeping an eye on it.
USA entered the was in 1917 and tanks made there first major appearance in 1916, so a slight title change is needed. Agree with Andy, shell holes are a must.
Where are the trenches, cannot see any?
AndyDufresne wrote:I remember looking up some images about trench warfare when the other map about trench warfare was in production. Maybe these could be of some assistance:
Also, because I am sucker for poetry, it me be worthwhile to read (and include a few lines) from some WWI poems by soldiers:
And dozens and dozens of other fine pieces of WWI poetry.
--Andy
koontz1973 wrote:A couple of title options for you. Use them at your own risk though.
Trench warfare 1917
All quiet on the western front (this is not a copyrighted title as it is now public domain)
Trenches
Where's my trench
The war to end all wars
Trench warfare 1914-1918
ManBungalow wrote:Looks good but I have no idea what the No Man's Land bonus is about.
isaiah40 wrote:Change the US flag from the 50 star to the 48 star flag as Alaska and Hawaii were not added until 1959.
Flapcake wrote:ManBungalow wrote:Looks good but I have no idea what the No Man's Land bonus is about.
No manĀ“s land is a place where you cant hide, unless you are standing strong and i a cluster, shell holes for protection will be added
ManBungalow wrote:Flapcake wrote:ManBungalow wrote:Looks good but I have no idea what the No Man's Land bonus is about.
No manĀ“s land is a place where you cant hide, unless you are standing strong and i a cluster, shell holes for protection will be added
From the image:
1=-1. 2=+1 -1=0 3=+2 -1=+1 and so on...
It just is confusing to me.
koontz1973 wrote:Its confusing because it is.
You need to reword as it is not good now. Cannot think of a way to word it right now, but natty has something to look at in Antarctica - each territ decays 1 but gives +2 for every 2 territs. This would be the way to go.
You could have it as -1 decay for each territ but +3 for 3 in a line.
or
first line in is a killer neutral but the centre with fox holes gives +1 if held.
natty_dread wrote:I was wrong
gimil wrote:Your tanks remind of some of the behemoths from the 40k universe!
The Germans have what look like Leman Russ, without the turrent.
While the allies have Land Radiers!
cairnswk wrote:Flapcake, i see you made some progress, well done.
However, the gameplay (from existing graphics) looks to me as though its going to be fought on land regions, rather than in the trenchs (except in no-mans' land). Is that your intention?
jeraado wrote:- The airforce was mainly used in trench warfare for artillery spotting. Not sure if it is possible to code, but rather than attacking tanks, you could use the airforces to either allow artillery to bombard other artillery, or to prevent opposition artillery from bombarding (if someone held all airforce terts/aerial supremacy)
jeraado wrote:I hope you'll forgive my many suggestions (this is my first time giving map feedback), but I think this could be a really interesting map and this prompted lots of thoughts.
May I suggest:
- As already suggested, add the imperial Austro-hungarian flag
- Removing the symmetry between the Allied and German trenches. Since both sides had different strategies in trench formation, it would be interesting to see on a map, and may provide some different strategic challenges. Since players will probably receive terts on both sides of the map it shouldn't give anyone an unfair advantage, and you could balance the bonuses without making them identical
- Artillery and mortars were pretty much the key to trench warfare. You could add these in to bombard perhaps no-mans-land and the front lines.
- You could also add machine guns to target specific terts
- As it stands, it looks like making a break over no-mans-land is really the only way to go between the lines. You could add a flanking movement which could bypass the bombardments to provide another option for travelling between the lines
- The airforce was mainly used in trench warfare for artillery spotting. Not sure if it is possible to code, but rather than attacking tanks, you could use the airforces to either allow artillery to bombard other artillery, or to prevent opposition artillery from bombarding (if someone held all airforce terts/aerial supremacy)
- Have you considered adding troop decay somewhere? To me a trench warfare map just screams out for that, either representing the disease and conditions on the front-lines or the destruction in no-man's-land
Also, and I apologise for this in advance, have you considered realigning the map so that the combatants are to the left and right, rather than top and bottom? This would better signify the geographic location of trench warfare along the franco-german lines.
I know a lot of my suggestions seem to focus on other features rather than the actual trenches, but I think that if you want to capture the feel of trench warfare in this map, it's really all about creating plenty of opportunities for destruction (bombardment), but ultimately the need for a brave but very costly break across no-mans-land to finish off the enemy. One last thought - when it comes to decorating the map remember that often the focus of these battles were around small landmarks, such as hills or buildings. They may have wound up heavily shelled, but it wouldn't be unreasonable for you to have some creative license in order to make it look as interesting a possible.
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