Moderator: Cartographers
InkL0sed wrote:bryguy wrote:t-o-m wrote:how else would you win then, if there are no other players then it would just be your turn all the time untill you take the grand oasis - that is if the game went on after there was only one player left.
no games end if
A. the objective is reached
B. your the last person standing
C. its freestyle and everyone gets kicked for missing to many turns at the exact same moment
You can win by being the only non-deadbeat in any game type, no matter if they do it all at once...
bryguy wrote:InkL0sed wrote:bryguy wrote:
no games end if
A. the objective is reached
B. your the last person standing
C. its freestyle and everyone gets kicked for missing to many turns at the exact same moment
You can win by being the only non-deadbeat in any game type, no matter if they do it all at once...
no im saying if NOBODY ever takes a turn, including u
InkL0sed wrote:bryguy wrote:InkL0sed wrote:
You can win by being the only non-deadbeat in any game type, no matter if they do it all at once...
no im saying if NOBODY ever takes a turn, including u
That's interesting... how would it decide who wins? Is Red the default or something?
Anyway, let's get back on topic!
oaktown wrote:my first real look at this map, and I have to say I like it.
You mentioned that the small oases will have 3-4 neutrals depending on "how important they are" - what do you see making them of differing importance?
Territory names - my apologies for not reading the entire thread, but what's the naming plan for the desert territories? North 1 and South 1? Why not just number them 1-91 to avoid any potential mis-deployments? (I am the king of mis-deploying!)
Not sure how wild I am about the Grand Oasis losing you three armies per turn - it won't matter when you hold all three, but it seems like it would make the process of taking the oasis pretty frustrating. You can't build up armies in the desert because they drop armies as well, so the only way to take the objective would be as a result of a pretty major build-up of armies and hitting the entire thing in one round.
I'm not trying to make the objective too easy, but in the other objective maps we have playable it's nearly impossible to actually hold the objective, so everybody just goes for a conventional take-out. I'd love to play a map where I thought that good strategy - not just brute force - could actually score me a win.
rocky mountain wrote:wcaclimbing, did you have to put ur map on the web before posting it to get the picture to show? just asking...
oaktown wrote:my first real look at this map, and I have to say I like it.
You mentioned that the small oases will have 3-4 neutrals depending on "how important they are" - what do you see making them of differing importance? I think I need to go back and change that in the first post. It should be "outer oases have 3, inner have 5 neutrals because they are more important in taking the Grand Oasis.
Territory names - my apologies for not reading the entire thread, but what's the naming plan for the desert territories? North 1 and South 1? Why not just number them 1-91 to avoid any potential mis-deployments? (I am the king of mis-deploying!) Read a few pages back (page 15 or 16, I think). Lots of posts on the topic of territory names. I can easily change it to 1-91 numbers, I just chose N and S because it was a compromise between straight 1-91 and North South East West ### system.
Not sure how wild I am about the Grand Oasis losing you three armies per turn - it won't matter when you hold all three, but it seems like it would make the process of taking the oasis pretty frustrating. You can't build up armies in the desert because they drop armies as well, so the only way to take the objective would be as a result of a pretty major build-up of armies and hitting the entire thing in one round. Well, that was originally done so the Grand Oasis doesn't turn into a build game whenever its split between two people, and the decay would help control that. You would have to keep your armies on a nearby oasis and then bring them in.
Or I could get rid of the decay and make it safe like the rest of the oases. That makes a bit more sense with the rest of the map.
I'm not trying to make the objective too easy, but in the other objective maps we have playable it's nearly impossible to actually hold the objective, so everybody just goes for a conventional take-out. I'd love to play a map where I thought that good strategy - not just brute force - could actually score me a win.
AndyDufresne wrote:I'm liking this objective map...it's going in a good direction I feel. I'm a fan of the visuals--it has a distinct Oasis feel, which I like. Just a few minor comments:
In response to Oaktown, it might be worthwhile to number the territories straight through like he suggested. But I also wouldn't mind seeing north, south, east, west divisions of the numbers either. North South East West would give people (especially Oaktown, I think) even more trouble. Cause there would be more divisions, more confusing, and more mis-deployments (waaaa I deployed on North 1 instead of West 1 and It cost me the game!!!) I think it would just cause too much trouble for some people out there.
And as Oaktown mentioned, I'm somewhere near his camp in regards to the Grand Oasis -3...something I'll have to think about more. I think I'm sort of leaning towards removing the -3 also. I'll need a few more posts on the topic to help me deicde, though. (and it would be nice to get rid of it because it would give me some extra space on the map key. It would allow me to make the rest of the stuff bigger )
Also visually, the legend looks wonderful, except for the extended black blox...I know you added it to make the color choices stand out, but I'd rather have alternate text color than the extended box.
The black box behind where it explains the bonuses (the +1 and the two decays) ? That can go away. I'll see what I can do.
--Andy
bryguy wrote:update yet? Update in a few days. I haven't had access to the internet this week.
InkL0sed and Torter_of_Worlds wrote:Put divisions/bottlenecks in the desert to:
justify N/S divisions.
Add to gameplay.
Make fertile lands more useful.
I'm gonna have to disagree with this one. There are no divisions anywhere on the map, and I don't want to just drop them in there. This map is unique in having no divisions anywhere, and I would like to keep it that way. (well, except for the river in the corner, that is technically a division.......) Divisions would also limit possible strategies on the map, I want to keep it with many, many possibilities of play so everyone has a chance at winning.
rocky mountain wrote:so when do you think this map will go into the final forge? hopefully soon
Read the "Gameplay Stamp" and "Graphics Stamp" section of this page:
CLICKY
Thats everything thats required. I have done most of the stuff listed (but I still need to post the small version, which I will do after the large is finished.
jetpac wrote:What all is there still left to do on this besides the XML? The graphics look ready to play on to my untrained eyes.
I think graphics are pretty much set for the map section (the key still needs a ton of work, though.) The remaining things are:
The -3 decay on Grand Oasis (should it be removed?)
Divisions for North, South, etc in the desert? (or just number 1-91 w/ no divisions?)
Fix the map key.
Recruit someone to make the XML (Or I will ahve to learn how to make XML and it will be a disaster for whoever tries to check it....)
And then the things I have quoted above this.
wcaclimbing wrote:jetpac wrote:What all is there still left to do on this besides the XML? The graphics look ready to play on to my untrained eyes.
I think graphics are pretty much set for the map section (the key still needs a ton of work, though.) The remaining things are:
The -3 decay on Grand Oasis (should it be removed?)
Divisions for North, South, etc in the desert? (or just number 1-91 w/ no divisions?)
Fix the map key.
Recruit someone to make the XML (Or I will ahve to learn how to make XML and it will be a disaster for whoever tries to check it....)
I can do the XML
ill make some comments while im here
I think the -3 should be removed
I think it should be changed to desert numbers 1-91 w/ no divisions
START WORK ON THE SMALL
MrBenn wrote:I've just been reading the last few pages of posts, and have thought of a compromise for numbering... You could combine a directional label with a number between 1-91, so you'd have 1-23 (North), 24-46 (East), 47-69 (South), 70-91 (West), or something??
rocky mountain wrote:MrBenn wrote:I've just been reading the last few pages of posts, and have thought of a compromise for numbering... You could combine a directional label with a number between 1-91, so you'd have 1-23 (North), 24-46 (East), 47-69 (South), 70-91 (West), or something??
maybe if its just North 1-46 and South 24-91? it would take away the deployment issues...
wcaclimbing wrote:rocky mountain wrote:MrBenn wrote:I've just been reading the last few pages of posts, and have thought of a compromise for numbering... You could combine a directional label with a number between 1-91, so you'd have 1-23 (North), 24-46 (East), 47-69 (South), 70-91 (West), or something??
maybe if its just North 1-46 and South 24-91? it would take away the deployment issues...
That could work.
North Desert 1
....
North Desert 46
South Desert 47
...
South Desert 91
Best of both worlds, maybe?
It works for me.
yeti_c wrote:OK - loving this map - and reackon it's gonna be a blinder...
1 small thing - you spelt "Honour" wrong.
C.
wcaclimbing wrote:whats a blinder?
Users browsing this forum: No registered users