well yes and no...not quite...because you have to get water before any bonuses...yes there will be neutrals between all the reefs.BENJIKAT IS DEAD wrote:Is the info in the first post correct about the current thinking about starting positions / neutrals?
I hope not, as it basically becomes AoM:might with the castles able to attack each other directly - most definitely not a good thing.
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cairnswk wrote:well yes and no...not quite...because you have to get water before any bonuses...yes there will be neutrals between all the reefs.BENJIKAT IS DEAD wrote:Is the info in the first post correct about the current thinking about starting positions / neutrals?
I hope not, as it basically becomes AoM:might with the castles able to attack each other directly - most definitely not a good thing.
I've spotted the "starts diving" bit now - in the first post it still says that you start with the luggers...
Hey Cairns,
Loving this map - and loving the idea of the treasures etc...
Here's a good website I found for others to research (I'm sure you've found it yourself)
http://www.galapagos.org/
With some piccies...

(:roll: Blue Footed Boobies)
(Penguins)
C.
Loving this map - and loving the idea of the treasures etc...
Here's a good website I found for others to research (I'm sure you've found it yourself)
http://www.galapagos.org/
With some piccies...

(:roll: Blue Footed Boobies)
(Penguins)
C.

Highest score : 2297
- DiM
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- Gender: Male
- Location: making maps for scooby snacks
the new legend is very nice. it naturally flows into the map, i like that.
what i don't like is the fact that some things are harder to see now. like the small text or some of the icons. but this is definitely in the right direction.
one more thing is the pink on the map. it used to be a very light pink but now it's too strong. if you could make it light again it would be sweet.
also could you please put the neutral values on the map so we can analyze the gameplay better?
what i don't like is the fact that some things are harder to see now. like the small text or some of the icons. but this is definitely in the right direction.
one more thing is the pink on the map. it used to be a very light pink but now it's too strong. if you could make it light again it would be sweet.
also could you please put the neutral values on the map so we can analyze the gameplay better?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Maybe move the penguin up in the legend so his feet line up with the bottom of the 'penguin' text. Since he's a vertical element and the others are more horizontal, he doesn't seem to be attached to any of the three quite properly.
Also, the Iguana & Tortoise get a bit lost in the dark background there.
Also, the Iguana & Tortoise get a bit lost in the dark background there.
Version 6.
Lots of changes:
1. several layers added to get rid of green in top right corner
2. legend nimals given glow to make stand out
3. botanist changed to naturalist
4. snorkel + water made + 4 in legend rather than lugger + water
5. terts given starting numbers, 10 on reefs, 5 on luggers and 2 neutrals for each other tert.
6. luggers fixed
7. legend more legible i think.

Lots of changes:
1. several layers added to get rid of green in top right corner
2. legend nimals given glow to make stand out
3. botanist changed to naturalist
4. snorkel + water made + 4 in legend rather than lugger + water
5. terts given starting numbers, 10 on reefs, 5 on luggers and 2 neutrals for each other tert.
6. luggers fixed
7. legend more legible i think.


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Thanks Gimil....top left text i'll prob have the backglow.gimil wrote:The new colors are excellent cairns
My only concern for the time being is that the legends text at the top right is difficult to read
What about the gameplay??? Any comments?

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I really like this map, but it is quite confusing, will the -1 be taken away from the snorkel territory or will it just be imposed on bonues and armies received from no. of territorys, and can the luggers attack all over luggers around the map, lastly, isnt reef 5 the best reef to start with because you can attack isabela west immediatly and get a +4 bonus.
Guys I am intentionally lurking. Discuss; Play mafia, it is good.

Oderint Dum Metuant says: Don't confuse the easily confused!

Oderint Dum Metuant says: Don't confuse the easily confused!
Graphics & Game Play
Wow Cairns! The graphics have taken a huge leap forward - they're looking great! A couple of minor notes:
--the "L" in San Cristobal is sliced in half by at the edge of the map - give it a gentle kick to the west to fix it.
--Lugger Cristocruz could use a slight nudge west to move it away from the map edge, too.
--If there's any way you can sharpen the descriptive text at the top of the legend, that'd be awesome, the rest of the text is readable - that stuff's a bit fuzzy (to me).
--I really like the critter glow in the legend - looks really good.
--Isabela West text disappears into the continental shelf a bit, maybe move it east or lighten the background a bit.
As far as game play, it looks to me like Reef 1 has a huge advantage
--it's fairly isolated (OK, it's totally isolated...)
--the 1st three territs accessible all come with bonuses
--I'd play for Wolf (4) then Darwin (1) then Lugger Wolwin (3) and have a +8 bonus within a round or two (three with nasty dice
)
Reef 2 looks like an OK starting point
--Marchena (1) is immediately available
--Genovesa (4) and Lugger Pintmar (3) are right at hand, too, but they're going to be hotly contested by the person starting at Reef 3
Reef 3 isn't quite as good as Reef 2
--no matter what you do, you're trapped behind a non-bonus territ
--then you get access to Genovesa (4), Lugger Pintmar (3) or Lugger Genocruz (3)
--you're gonna be fighting with Reef 2 for the first 2 territs.
Reef 4 looks pretty good
--Pinzon (1) to Santa Fe(4), then back to Santiago (1) and Lugger Isiago (3) gets you a good bonus start with minimal player fighting
Reef 5 also looks good
--a run through Isabela Island nets you +10 bonus with two water territs with limited initial resistance from other players
--if your path does get blocked, you can retrench to F3, F2, Fernandia (1) and Lugger Fernela (3) plus holding Isabela West (4)
Reef 6 isn't looking quite so hot...
--F1 to Tortuga (4)
--<F1|Tortuga> to F2 to Lugger Tortisa (3)
--F1 to Floreana (2)
Reef 7 looks to be the worst spot to start from
--SC3 to Lugger Cristocruz (3) is the best shot for a bonus
--SC3 to Santa Cruz (1) is a smaller bonus option with the same distance
--SL3 to SL2 to San Cristobal (4 and 1??) is a pretty good option, but you'll be fighting Reef 8 for the privilege, and he's got a shorter path
Reef 8 is OKish...
--Espanola (1) is handy
--SL5 to San Cristobal (5??) has the battle with Reef 7
--Espanola to Lugger Floreola (3) ? or do you have to go thru SL4 - it's really hard to tell
Sorry, I don't have any advice on fixing/balancing this, I just thought I'd point out what I see and let the gurus help you fix 'em!
FreeMan10
--the "L" in San Cristobal is sliced in half by at the edge of the map - give it a gentle kick to the west to fix it.
--Lugger Cristocruz could use a slight nudge west to move it away from the map edge, too.
--If there's any way you can sharpen the descriptive text at the top of the legend, that'd be awesome, the rest of the text is readable - that stuff's a bit fuzzy (to me).
--I really like the critter glow in the legend - looks really good.
--Isabela West text disappears into the continental shelf a bit, maybe move it east or lighten the background a bit.
As far as game play, it looks to me like Reef 1 has a huge advantage
--it's fairly isolated (OK, it's totally isolated...)
--the 1st three territs accessible all come with bonuses
--I'd play for Wolf (4) then Darwin (1) then Lugger Wolwin (3) and have a +8 bonus within a round or two (three with nasty dice
Reef 2 looks like an OK starting point
--Marchena (1) is immediately available
--Genovesa (4) and Lugger Pintmar (3) are right at hand, too, but they're going to be hotly contested by the person starting at Reef 3
Reef 3 isn't quite as good as Reef 2
--no matter what you do, you're trapped behind a non-bonus territ
--then you get access to Genovesa (4), Lugger Pintmar (3) or Lugger Genocruz (3)
--you're gonna be fighting with Reef 2 for the first 2 territs.
Reef 4 looks pretty good
--Pinzon (1) to Santa Fe(4), then back to Santiago (1) and Lugger Isiago (3) gets you a good bonus start with minimal player fighting
Reef 5 also looks good
--a run through Isabela Island nets you +10 bonus with two water territs with limited initial resistance from other players
--if your path does get blocked, you can retrench to F3, F2, Fernandia (1) and Lugger Fernela (3) plus holding Isabela West (4)
Reef 6 isn't looking quite so hot...
--F1 to Tortuga (4)
--<F1|Tortuga> to F2 to Lugger Tortisa (3)
--F1 to Floreana (2)
Reef 7 looks to be the worst spot to start from
--SC3 to Lugger Cristocruz (3) is the best shot for a bonus
--SC3 to Santa Cruz (1) is a smaller bonus option with the same distance
--SL3 to SL2 to San Cristobal (4 and 1??) is a pretty good option, but you'll be fighting Reef 8 for the privilege, and he's got a shorter path
Reef 8 is OKish...
--Espanola (1) is handy
--SL5 to San Cristobal (5??) has the battle with Reef 7
--Espanola to Lugger Floreola (3) ? or do you have to go thru SL4 - it's really hard to tell
Sorry, I don't have any advice on fixing/balancing this, I just thought I'd point out what I see and let the gurus help you fix 'em!
FreeMan10
militant wrote:I really like this map,
but it is quite confusing,
to mix the spice up, be taken away from the reefwill the -1 be taken away from the snorkel territory or will it just be imposed on bonues and armies received from no. of territorys,
yesand can the luggers attack all over luggers around the map,
at this point, yes, but i will swap that water with a treasure.lastly, isnt reef 5 the best reef to start with because you can attack isabela west immediatly and get a +4 bonus.
I have to redo the graphics because i lost the .png file from v6.

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Re: Graphics & Game Play
Thanks FreeMan10 for analaysing this...i am making several changes based on your effort in the new version 6.FreeMan10 wrote: Sorry, I don't have any advice on fixing/balancing this, I just thought I'd point out what I see and let the gurus help you fix 'em!
FreeMan10

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That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?cairnswk wrote: I have to redo the graphics because i lost the .png file from v6.
I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability
I suspect - it's simply a regeneration of the image... (Pings are the final product) however - with loads of layers it might be hard to remember which layers/settings he had in each place...FreeMan10 wrote:That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?cairnswk wrote: I have to redo the graphics because i lost the .png file from v6.
I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability
C.

Highest score : 2297
No probs guys....there were a few minor changes to linear colour layers for the background and backglows, and a few additions of animals,,,won't take long to recreate...yeti_c wrote:I suspect - it's simply a regeneration of the image... (Pings are the final product) however - with loads of layers it might be hard to remember which layers/settings he had in each place...FreeMan10 wrote:That image is gone???? AAAARRRFGGGGGGHHHHH!!!!!!! Did you check your coat pockets, and the back pocket of the jeans you wore last Tuesday? That's usually where I find my lost stuff... Maybe in with the dirty socks?cairnswk wrote: I have to redo the graphics because i lost the .png file from v6.
I really liked that one - hope it's not a major effort to recreate it. It would take me months to get to that point! -10000 Artistic Ability
C.
I lost it becoz i downsized the png file and flattened the layering on the .png file to refresh my signature, and then stupidly saved the flattened reduced version a Version6.png.
Not to worry, these things do happen!

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
Here is the recovered Version 6...now Version 7.FreeMan10 wrote:Whew!
I've lost a few files in my day, and it's never been that simple to recover...
</panic mode>
There is a few small changes....but i think the main elements of V6 are retained.


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-
Lone.prophet
- Posts: 1467
- Joined: Thu Oct 12, 2006 4:37 pm
- Location: Your basement Muahaha
I think they were put there to demonstrate how the map would work, rather than be the numbers used.Lone.prophet wrote:i really like the looks of this maps
and since when do army numberws loook like that or are they just randoom fontt
Guys I am intentionally lurking. Discuss; Play mafia, it is good.

Oderint Dum Metuant says: Don't confuse the easily confused!

Oderint Dum Metuant says: Don't confuse the easily confused!
-
Lone.prophet
- Posts: 1467
- Joined: Thu Oct 12, 2006 4:37 pm
- Location: Your basement Muahaha
That why they are there! Correctamundo.militant wrote:I think they were put there to demonstrate how the map would work, rather than be the numbers used.Lone.prophet wrote:i really like the looks of this maps
and since when do army numberws loook like that or are they just randoom fontt

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