Moderator: Cartographers
- Should I make the daimyo separate, capturable territories?
- Do I need to better clarify how the palace inset connects to the map?
- Should I add region names to the map? This seems like a no-brainer, but it kinda looks nice without them. I'll let the community decide.
- Should I add more bonuses?
- Should there be a victory condition?
- Unsheathe the sword?
natty_dread wrote:- Should I make the daimyo separate, capturable territories?
Yes, I think so. It would add to the feel, making the Daimyo something "real", that you can capture and hold, instead of just capturing territories that have Daimyo... therefore giving a more active role to the daimyo, which would be appropriate, they were persons of great power in the warring states era.- Should I add more bonuses?
If you mean land area bonuses, no, the current ones are plenty. If you mean some other kind of gameplay bonuses, then yes, there's a lot of creative stuff that could be done.
In fact, I think you should scrap the whole bonus area aspect, and take more of a conquest approach to the map... ie. kinda like feudal wars, with starting positions, and having to expand and conquer the map. I think it would fit the theme much better than a random drop with bonus areas. Think daimyos who each fight to unite the country and gain the seat of the shogun. Each player could start as a single daimyo, controlling only his own han, and from there each would need to expand to the map. This would also make the gameplay distinct from the current japan map.- Should there be a victory condition?
If you go with the conquest theme I suggested above, then yes.
natty_dread wrote:- Do I need to better clarify how the palace inset connects to the map?
Yes please. Take a look at imperium romanum, the insets were implemented quite nicely in that map.
natty_dread wrote:- Should I add region names to the map? This seems like a no-brainer, but it kinda looks nice without them. I'll let the community decide.
Yes, they are required.
natty_dread wrote:On another note unrelated to this map, I've been thinking about a certain map project for a long time: I've been wanting to make a map of the Dan-no-ura battle. However my historical knowledge about the battle is weak at best, and I had a hard time trying to find information about it. You seem like you know about this stuff, so if you would be willing to work with me on the project some time in the future it'd be great.
skepticCS wrote:To tell you the truth, I am not an specialist on Japan in any way. I really like the period and have done my best to learn about it enough to put this map together, but I bring no special knowledge to the table. That said, I wouldn't mind doing research and working on such a map with you in the future when things calm down with Sengoku. Talk with me in a few months maybe.
Ok. I grouped the above together because they go along with a theme that I've been debating whether or not to implement myself. I love the idea of conquest themed maps and I enjoy having players step into the ROLE of an historical figure rather than simply being a smattering of territories across a map. The problem with this is that the geography of Japan does not lend itself easily fair starting positions for 8 daimyo.
natty_dread wrote:Yes... if possible, I'd suggest making the map a bit bigger and adding more territories... I'm not sure if this is feasible, but it's worth looking into. You have lots of unused space left, your image is 800x500 when the maximum 840x800.
natty_dread wrote:Another possibility is a mixed drop like in 3rd crusade map: starting positions that have more troops, and the rest of the territories with a random drop of 3 each...
skepticCS wrote:Map Name: Japan: Sengoku Gidai
Link to Thread: viewtopic.php?f=63&t=109476
Mapmaker(s): SkepticCS
Map Size: 47 territories
Your aims/design style: The Sengoku Gidai period in Japan lends itself well to the the conquer club format. A period of over 100 years marked by near constant conflict between many warring factions vying for control of the emperor. For this map, I would like to model not only the geography of 15th-17th century Japan, but also the politics. I would like players to get a sense of the struggle amongst many clans to control the island as well as the difficulty in doing so.
Uniqueness: Although there is another Japan map currently going through the foundry, this map offers not only a unique time period in the island, but incorporates distinct elements from that period not found in the later era, such as the role of the daimyo, the emperor, and ninjas. I wish this map to not simply be a standard territory capture, but also a role-playing experience.
Relevant Experience: I have never worked on a CC map before and have no formal training with any graphics software. However, I have been absorbing some of the lessons and techniques from individuals here in the foundry and beyond to improve my map-making skills and look forward to the opportunity to learn by doing.
MrBenn wrote:skepticCS wrote:Map Name: Japan: Sengoku Gidai
Link to Thread: viewtopic.php?f=63&t=109476
Mapmaker(s): SkepticCS
Map Size: 47 territories
Your aims/design style: The Sengoku Gidai period in Japan lends itself well to the the conquer club format. A period of over 100 years marked by near constant conflict between many warring factions vying for control of the emperor. For this map, I would like to model not only the geography of 15th-17th century Japan, but also the politics. I would like players to get a sense of the struggle amongst many clans to control the island as well as the difficulty in doing so.
Uniqueness: Although there is another Japan map currently going through the foundry, this map offers not only a unique time period in the island, but incorporates distinct elements from that period not found in the later era, such as the role of the daimyo, the emperor, and ninjas. I wish this map to not simply be a standard territory capture, but also a role-playing experience.
Relevant Experience: I have never worked on a CC map before and have no formal training with any graphics software. However, I have been absorbing some of the lessons and techniques from individuals here in the foundry and beyond to improve my map-making skills and look forward to the opportunity to learn by doing.
This is a very-well written design brief - you have a clear focus for what you hope to achieve, and the discussion in the thread to date gives me confidence that you are considering a variety of options how to implement your vision.
Graphically the map has a long way to go - although I am a big fan of the fact you are not using the maximum available size, and would encourage you to stick with the approximate proportions you have now
I think there will be some concerns with regards to fitting everything in, and there are definitely some issues about clarity of attack routes etc. The key focus should be on getting things to work properly - and the best place for that is in the gameplay workshop.
[Moved]
shakeycat wrote:You mean "Sengoku Jidai".
skepticCS wrote:Every player starts off as one of the 8 daimyo and has the objective of either conquering all of their opponents or meeting a certain set of victory conditions. Every other territory is neutral. Every player's home castle is 6 territories from the imperial province and at least 6 territories away from every other player's castle. The impassibles and ports are designed to work towards that end, promoting equality of opportunity. Of course, I'm sure there are flaws, but that's what we're here for, right?
The imperial palace inset will return and have much of the same structure, except that the gates will have to change to reflect the changes in the main map. Ghirrindin, I think you're right about the confusion with the paths between palace structures. I am going to change them quite a bit once the main map gameplay gets settled.
As of right now, I'm not set on region bonuses. I'm debating whether to create a set of territories for each daimyo and providing a bonus for controlling all of them, but I do not think that represents the plurality of the feudal clan system of Japan (not that I'm an expert on that), so I'm leaning more towards a general territory bonus that applies either to broad portion of the map (northern/southern territories a la the England map) or across the entire map (i.e. control x territories anywhere, get +y troops and so on). I'm leaning toward the former but I'm open to either. Castles will definitely get an auto-deploy bonus, but the exact number can be worked out as we go along.
Here is my main concern. I really like the idea of role-playing in conquer club maps; the idea that you are taking a real person/nation towards a specific victory against specific enemies. The problem that I wish to avoid, is the desire to make a mad dash at your opponents and ignore the victory objectives. Conversely, I don't want the exact reverse of that. I hope to inspire a mix of consolidating your territories, eliminating you enemies, and achieving the victory conditions. Any ideas that work towards that end are most welcome.
MengdeNobunaga wrote:Everything's looking good so far, with the V2 map will there be colour coded territories as to the respective warlords? (Keeping in line with the video game Samurai Warriors as a template, the Oda being black and purple, the Date being green as examples).
ghirrindin wrote:I prefer gameplay option number 2. I think it would most capture the feel of enfeoffing the peasantry in your rise to power as emperor of Japan! Given the feel of the map, options one and four would come off as flat and stale, while I do see some of the same merit in option 3.
natty_dread wrote:However your map is about the Sengoku Jidai era, and if I'm not hugely mistaken the shogunate only came to be after the Tokugawa clan "united" (=conquered) the country, which happened at the end of the warring states -period. So including the shogunate in the map would be an anachronism?
skepticCS wrote:The shogunate had existed for centuries before the Sengoku period. In fact, the Onin War, beginning in 1467 that seems to be generally recognized as initiating the Sengoku Jidai, was started over control of the the existing shogunate.
natty_dread wrote:skepticCS wrote:The shogunate had existed for centuries before the Sengoku period. In fact, the Onin War, beginning in 1467 that seems to be generally recognized as initiating the Sengoku Jidai, was started over control of the the existing shogunate.
Oh wow, I was completely wrong here then... carry on then
natty_dread wrote:Yeah... well perhaps my misconception was because the shogunate had far less power before the tokugawa era... Before the tokugawa, the daimyo were pretty much independent. Afterwards, well... if the shogun would say to the daimyo "go commit seppuku" the daimyo would be shit out of luck
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