Ziggurat [24/Nov/2017] v14.3 (p7)
Posted: Wed Nov 28, 2012 1:59 pm
Stamps: Draft, Gameplay, Beta (images blocked)
Map Name: Ziggurat
Description: An ancient people erected this great Ziggurat to protect the altar which awakens fear in every heart. An army that would scale its heights faces four mighty ramparts, each dominating all approaches.
"With regard to ground of this nature, be before the enemy in occupying the raised and sunny spots, and carefully guard your line of supplies. Then you will be able to fight with advantage." Sun Tzu, The Art of War
Mapmaker(s): Jonofperu
Number of Territories: 65 (16 starting spots)
Special Features: Battle for HIGH GROUND! Auto-deploy bonuses which increase as players conquer higher ground; higher levels bombard all lower levels; starting spots with auto-deploy that one-way attack the pyramid and bombard the first 2 levels on their side. The summit E01 is the only territory that can kill starting spots.
Map Image (v14.3):
Small Size (630x460)
Starting Positions with Neutral values.
Starting Positions with 888s.
Small Size (630x460) v14 with color code lettered starting positions and 888s.
What Makes This Map Worthy of Being Made - The creation of Ziggurat:
The main reason for creating new maps aside from a change of scenery, is to provide new and interesting mechanics or strategy. There is a particular major factor in historical warfare that I haven’t seen represented. I may have just missed it and there are certainly similar concepts out there (King’s Court archers?), but I think we need a map that has it.
I got to thinking that I would like to create a map that reflects the advantage of taking the high ground. I thought of calling it, “King of the Mountain”, but that’s taken.
How then do you represent the advantage of high ground in a Risk game? We can't create a roll advantage (and probably wouldn’t want to), so it would have to come through in two things (at least these are what I’ve thought of so far).
1. On the high ground you are protected from attack while able to bombard or attack.
2. Extra bonuses / auto-deploy.
Any high ground should give an advantage, hence the auto-deploy bonuses on every territ rather than zone bonuses.
Map Name: Ziggurat
Description: An ancient people erected this great Ziggurat to protect the altar which awakens fear in every heart. An army that would scale its heights faces four mighty ramparts, each dominating all approaches.
"With regard to ground of this nature, be before the enemy in occupying the raised and sunny spots, and carefully guard your line of supplies. Then you will be able to fight with advantage." Sun Tzu, The Art of War
Mapmaker(s): Jonofperu
Number of Territories: 65 (16 starting spots)
Special Features: Battle for HIGH GROUND! Auto-deploy bonuses which increase as players conquer higher ground; higher levels bombard all lower levels; starting spots with auto-deploy that one-way attack the pyramid and bombard the first 2 levels on their side. The summit E01 is the only territory that can kill starting spots.
Map Image (v14.3):
Small Size (630x460)
Starting Positions with Neutral values.
Starting Positions with 888s.
Small Size (630x460) v14 with color code lettered starting positions and 888s.
What Makes This Map Worthy of Being Made - The creation of Ziggurat:
The main reason for creating new maps aside from a change of scenery, is to provide new and interesting mechanics or strategy. There is a particular major factor in historical warfare that I haven’t seen represented. I may have just missed it and there are certainly similar concepts out there (King’s Court archers?), but I think we need a map that has it.
I got to thinking that I would like to create a map that reflects the advantage of taking the high ground. I thought of calling it, “King of the Mountain”, but that’s taken.
How then do you represent the advantage of high ground in a Risk game? We can't create a roll advantage (and probably wouldn’t want to), so it would have to come through in two things (at least these are what I’ve thought of so far).
1. On the high ground you are protected from attack while able to bombard or attack.
2. Extra bonuses / auto-deploy.
Any high ground should give an advantage, hence the auto-deploy bonuses on every territ rather than zone bonuses.