Moderator: Cartographers
1. Change the "Light" areas to just "3's" (i.e. instead of "Light Cyan", just have "Cyan 3"). Just a personal preference there.
2. Could you explain the bonuses to me? I'm afraid I'm not entirely sure what you mean.
3. Include connector lines between territories!
FixitDave wrote:2. Could you explain the bonuses to me? I'm afraid I'm not entirely sure what you mean.
Any complete outer coloured circle would give the player +2
Any complete middle circle (currently named 'Light') would give +3
If you own all three circles from a colour you get an extra +4 (total bonus =2+2+3+4) but number can be changed
FixitDave wrote:3. Include connector lines between territories!
The territories are very basic, except for the arrows as they give an extra attacking region.
* Solid colour regions can attack it's overlapping regions
* Overlapping regions can attack solid colours that make up the overlap
Is there a real need to include attacking lines?
army of nobunaga wrote:i think you could change it to something like "Urbanicty" or something. Make each circle a neighborhood or a city set in the future when each "circle" or city is overpopulated and starts to fight with all the others. The Pipes you had could be called tunnels or highways or airways...
I say this because the last map looks like an urban evolution art script i saw once.
I loved each version you put forth, I think it might just need some sort of theme rather than colors. Good job imo.
Obrens wrote:RGB is used for computers, but the base colours are red, blue and yellow.
red-orange-yellow-green-blue-purple
1. Not sure if "Center and overlapping regions can attack each other" is clear enough. Can Blue 1-Cyan 2 attack Cyan 1-Cyan 2? Can Blue 2-Magenta 1 and Magenta 2 attack each other? I suggest attack route lines. You could set the opacity really low, so it's not distracting.
2. 36 territories is not one of the "golden numbers", I'm afraid. I think if you included all the bordering territories, save for one (upping it to 47), you'd be good. Definitely against starting positions for this map.
3. I would suggest an auto-deploy for the white territories to make it a tad easier to hold (maybe +1 auto-deploy for the outside white territories and +3 for the inner one?).
4. I'm wondering if you could do something better with your labels, as they are harder to read than what I think is necessary.
5. Don't go overboard with the xml just yet, as there will probably be several edits down the line
FixitDave wrote:1. Not sure if "Center and overlapping regions can attack each other" is clear enough. Can Blue 1-Cyan 2 attack Cyan 1-Cyan 2? Can Blue 2-Magenta 1 and Magenta 2 attack each other? I suggest attack route lines. You could set the opacity really low, so it's not distracting.
Added lines with 20% opacity and white stroke...I have to say that I really like it, brings the regions together
FixitDave wrote:2. 36 territories is not one of the "golden numbers", I'm afraid. I think if you included all the bordering territories, save for one (upping it to 47), you'd be good. Definitely against starting positions for this map.
Sure, not sure how odd it would be with a single neutral region but if 47 is tried and tested...can you explain why 47?
FixitDave wrote:3. I would suggest an auto-deploy for the white territories to make it a tad easier to hold (maybe +1 auto-deploy for the outside white territories and +3 for the inner one?).
Sure, would help with the objective and added
FixitDave wrote:4. I'm wondering if you could do something better with your labels, as they are harder to read than what I think is necessary.
Changed font and size...any better?
FixitDave wrote:5. Don't go overboard with the xml just yet, as there will probably be several edits down the line
Sure, just quick practice with the XML creator
Victor Sullivan wrote:47 territories is one of the "golden" territory numbers because no matter how many players are playing the map, each person won't get a multiple of 3 territories, so the first person to play can't get an extra +1 over the later players that he takes a territory from. Here, lemme give you an example:
Warren and Luke each start out with 12 territories. Warren goes first and gets +4 for 12 territories (12 divided by 3). Warren takes a territory from Luke (bringing Luke's territory count down to 11). Warren ends his turn. Luke goes next and and only gets +3 for 11 territories. See what I mean? 47 avoids all of those cases for any number of players.
Victor Sullivan wrote:Looks fine... I was actually referring to the "Blue 2" and "Green 3" type labels.
Victor Sullivan wrote:Looks great! Just that minor label fix and think you should submit a Design Brief. If you haven't already (I can't remember )
danalan wrote:Isn't this just a different presentation of Chinese Checkers?
grifftron wrote:danalan wrote:Isn't this just a different presentation of Chinese Checkers?
yea looking at the terts it looks almost the exact same, just a little smaller.
-griff
danalan wrote:Isn't this just a different presentation of Chinese Checkers?
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