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I have yet to draw the cannons for that side. Was thinking, (maybe), to put archers there instead.Victor Sullivan wrote:Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).
Will do.Evil DIMwit wrote:Oh, and while you're making the next version, you might as well number the Z territories so we can discuss them more easily.
DJ Teflon wrote:Very nice development mate.
There are currently 3 ways in to the castle - the two tunnels coming out in the same place. Maybe a complex underground tunnel system would take up too much room - however, maybe the tunnels could also connect to a trap door in G or L, or maybe C (4 to 6)?
Having archers would be well cool - especially on C.
I'm still thinking having the boats as starting points would really make the gameplay stand out a mile from Siege 1. They would need to not be able to attack one another (as per the Danelaw map - btw what happened to it) to prevent the quick kill (and then to make them kill-able eventually, they could be bombardable from C1 to 3.
With, or without, boats as starting points, they could perhaps be spread out a bit? So that, some have quicker access to different castle entrances?
There could probably do with some impassables between the bonus areas to the south of the castle but this can be looked at later maybe. The question of starting points or not will impact on how everything else works outside the castle so is worth addressing first.
porkenbeans wrote:I have yet to draw the cannons for that side. Was thinking, (maybe), to put archers there instead.Victor Sullivan wrote:Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).
Victor Sullivan wrote:The archers sound cool, too btw. Maybe their bombardments are different from the cannons?
porkenbeans wrote:Starting positions is out.
You may have a good idea here. I will put some thought on this.Victor Sullivan wrote:You should make T2 the Merlin or "Warlin" or "Zoran" or something. This way, you don't have to add any territories, plus, he's in a sensible spot. Maybe he could bombard all wall territories? I'm thinking maybe an auto-deploy 1 for him too? Idk, I just really like the idea of the king's right-hand wizard.
-Sully
P.S. Could you put the newest version of your map in your first post?
I am a fan of "starting position" maps, however I dislike the use of insets. It is disruptive of the art as a whole. It is fine with a more standard type map, but this style is more in the line of a diorama, I want the art to be a main focus. So chopping it up, and adding a bunch of inset boxes is counter to that end.DJ Teflon wrote:porkenbeans wrote:Starting positions is out.
Are you sure - they could literally be 'outside' - each in a small inset. Each start could enter the map by a choice of, say, 4 entrances - which could be different locations in the lake / swamp - or maybe any of the lake / swamp regions at the edge of the map. It could be done by squashing the bottom part of the map, then having the boats in a line, each with a mini-inset patterned border square. It would work something like the commander start positions in the Russian Revolution map - legend would just need to say - 'boats one way attack ... regions'.
DJ Teflon wrote:You have a point about insets' effect on the overall artwork. And yes, I'll sketch out a different set-up with starts (plus, let you know of some other ideas I have too)..
Anyway, the Zs - could be a seperate bonus group of dwellings / farms or other buildings? They could be part of a large Village area combining most of the Zs and Ps perhaps..
If T2 were an auto-deploy wizard, it would make the King, T2 and Great Hall easy to hold (in Siege 1, the Throne and Great Hall are the first place experienced players head for) - maybe T2 would then need to be moved up slightly to make room for a wizard as a seperate region - or maybe he should be in the right-hand tower? And maybe auto-deploy for the Queen?
Yes, I was thinking along these lines.the Zs - could be a seperate bonus group of dwellings / farms or other buildings? They could be part of a large Village area combining most of the Zs and Ps perhaps..
What if I move the wall from the bottom of T2 to the left side of T2. This would wall off the King and Hall from T2. Then make T2 the Wizard. This would give the Wizard a "sneaky" mobility.T2 would then need to be moved up slightly to make room for a wizard as a separate region
porkenbeans wrote:What if I move the wall from the bottom of T2 to the left side of T2. This would wall off the King and Hall from T2. Then make T2 the Wizard. This would give the Wizard a "sneaky" mobility.
porkenbeans wrote:Then to tamp down the advantage of going for the king and hall area, we could make the king start out with a high neutral.
porkenbeans wrote:Do you think that we should bring in the one way planks onto the castle walls from outside ? (like Siege I ) ?
Bruceswar wrote:
Can you take out the X next to B4. It would seem to make the game play better. Make it a shallow area?
Also what about P4 and P3 as Canon's to fire back
Then W7, 8, 9, 10 as Archers. Making C4, 5, 6, as such would not make much sense as archers cannot fire that long. An attack range of 2 would be plenty for an archer.
So W7 would be able to attack L1, L2, L3, S2, P1
DJ Teflon wrote:Great ideas Bruce - finding a succinct way to describe range can be tricky but I'm sure it could be done without using much space.
DJ Teflon wrote:Bruceswar wrote:
Can you take out the X next to B4. It would seem to make the game play better. Make it a shallow area?
Also what about P4 and P3 as Canon's to fire back
Then W7, 8, 9, 10 as Archers. Making C4, 5, 6, as such would not make much sense as archers cannot fire that long. An attack range of 2 would be plenty for an archer.
So W7 would be able to attack L1, L2, L3, S2, P1
Great ideas Bruce - finding a succinct way to describe range can be tricky but I'm sure it could be done without using much space.
Yes, I like this idea. I was thinking the same thing. ...Stay tuned.Bruceswar wrote:DJ Teflon wrote:Bruceswar wrote:
Can you take out the X next to B4. It would seem to make the game play better. Make it a shallow area?
Also what about P4 and P3 as Canon's to fire back
Then W7, 8, 9, 10 as Archers. Making C4, 5, 6, as such would not make much sense as archers cannot fire that long. An attack range of 2 would be plenty for an archer.
So W7 would be able to attack L1, L2, L3, S2, P1
Great ideas Bruce - finding a succinct way to describe range can be tricky but I'm sure it could be done without using much space.
Also P4 and P3 could be catapults to fire back. Either or would be ok.
Bruceswar wrote:W7, 8, 9, 10 as Archers. Making C4, 5, 6, as such would not make much sense as archers cannot fire that long. An attack range of 2 would be plenty for an archer.
So W7 would be able to attack L1, L2, L3, S2, P1
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