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natty_dread wrote:Ahem... Antarctica.
shakeycat wrote:Would it be a straightforward map, or one with various ups and downs to it, sort of like what Victor posted?
Bonuses for securing fresh water and various foods, shelter, then killer neutrals or decay if you walk through quicksand, fall over cliff/into pit, find dangerous animal, poison plant. Probably lots of dead ends, or difficult passes to get around the island (MUST go through quicksand to reach banana tree?), which is why nobody lives there. Starting points at shipwrecks or planewrecks, a downed hot air balloon.
AndyDufresne wrote:I'll have to see what this looks like, since I'm only half-adept at envisioning maps from textual descriptions. The gameplay isn't really my thing, but I'll make sure to keep an eye on the map development nonetheless.
--Andy
Riskismy wrote:Nice, should be fun to fight for the obelisks.
Not sure I like that all (or most) of the forest are non-neutral territories. I'd consider having just the beach area as starting positions, as this give the map more time to develop, so to say, and lends much more of a 'rush to the center' aspect.
Also, I don't think the obelisks are balanced. Not sure about Might, as it's hard to compare the many opportunities of attack it provides with the bonus armies of the other two, but Purity and Elements are certainly not on par with each other.
Victor Sullivan wrote:Anywho, about the starting positions, I'm afraid the map would be atrociously unbalanced if each person only started with a beach territory - talk about a quick elimination...
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