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Spazz Arcane wrote:If birds could swim and fish could fly I would awaken in the morning to the sturgeons cry. If fish could fly and birds could swim I'd still use worms to fish for them.
saxitoxin wrote:I'm on Team GabonX
Raskholnikov wrote:Please scroll up. I have done this a long time ago.
150 After Hadj: The Battle for God - Regions and Cities
Nizhny Novgorod
Moscow
Fatimid Caliphate
Aydhab
Dunqulah
Aksum
Meruwah
Raskholnikov wrote:The timeline is between the first battle around 711 to the last, around 827. That's less than 120 years in my book.
The territory in question was ruled by the Kievan Rus. I meant Veliky Novgorod not Nijny Novgorod, and I can replace Moscow with Chernihiv.
Of course, they make no sense if, like you do, one tries in a totally anachronistic way to apply ideas of formal boundaries and nation-state principles to systems of governance which existed an about 800 years before nation-states began to acquire the political importance they have today.
They were under the influence of the Fatimids, paying both tribute to it and being close allies with it. This shows the incredible diversity of religions, races and alliance systems in effect at the time.
[b] Check that attitude when you feel like trashing someone else's efforts just because you feel like it. It's neither appreciated nor welcome.
As has already been said, The graphics posted thusfar are only to work out the lay of the land. After we have decided on the shape, then I will try to produce something that will attempt to dazzle. Until then, I request that the conversion be directed to the layout, and the game play aspects of the map.captainwalrus wrote:There are many reasons why this would work better as a more standard map, instead of it being on a globe.
Right now, it is very crowded, and you would have a bit more room if it was just flat.
You took and old map, and made it look all modern and stuff by putting it on a shiny globe, a flat map would look older though.
There is no rea reason for it, it just dort of seems randomly chosen as a graphics style.
Raskholnikov wrote:Thanks Andy. I still find it interesting to observe the negativity of comments this draft attracts on the basis of the map having its edges set up in a circle instead of a square - which really makes no difference to the actual sizer of the map except for the four corners which would not be playaable anyway and where I placed the legend. Plus, of course, the upside-down rotation of the map which seems to rattle an awful lot of people who just can't take to have their traditional conceptions of space be rattled a bit by a different world-view. I must say I find it all rather disconcerting....
I am utterly flabbergasted at such a narrow and unimaginable point of view.Incandenza wrote:A couple things:
If you're bound and determined to keep the circular map projection, then I suppose I can't argue that should the map end up working graphically, even though things get a little weird on the periphery. But having the map turned 180 degrees is a pretty indefensible decision. You're actively impeding recognition under the guise of "confronting players with a view that they're not used to." This isn't geography class, it's a game board, and form must always follow function. If people learn something from the map, that's fantastic, but it must always be subservient to the primary purpose: having a coherent map on which to play. If there's a large groundswell of support for the 180 shift, then that's one thing. But there isn't, so you might want to think about at least being open to the possibility that the map can only improve by having map north be actual north. Beyond that, I think Andy pretty much said it best a few posts ago.
The larger problem is one that I didn't realize you were doing until 44 posted above me: it appears that you're counting on some sort of conditional autodeploy (i.e. a +1 autodeployed for every 2 terits in an empire). The small problem is, where would these armies be autodeployed. But the larger issue is that current CC xml can't do conditional autodeploy. CC can only do "hold a terit, get an autodeploy bonus on that terit" and that's pretty much it for autodeploy. Have a look in the Recycle Bin at Maze Craze and Trench Warfare, a couple of maps that have been idling for over a year awaiting the xml update, which doesn't appear to be anywhere on the horizon.
The upshot is that you might create the best-playing and most visually-stunning map on CC, only to see it binned for an undetermined amount of time because it doesn't work within the current xml. So you really might want to take another whack at the gameplay and try and fit into existing xml capabilities.
Actually, the more I look at the gameplay instructions, the more I think you need to think about streamlining things. The religious sites instructions are a complete mess: "Can self-defend only"? Does that mean that the terit cannot attack? But then later it says they can attack the capitals of their empires. And then there's the whole bizarre deployment/fortification angle, which is A) pretty incomprehensible and B) probably not doable with current xml.
"Not doable with the current xml" is starting to become a familiar refrain, so I'll stop there. But I'd advise a long look at the current xml capabilities, and I'd advise against planning on any new ones being added before the Rapture.
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