Moderator: Cartographers
natty_dread wrote:I was wrong
gimil wrote:By white I think TaCktiX means the white continent is to intense. I agree on this. It seems to jump out at you to much. A different color or something a bit buller like grey or cream might do it.
OK I will try to get a better cream color.TaCktiX wrote:gimil wrote:By white I think TaCktiX means the white continent is to intense. I agree on this. It seems to jump out at you to much. A different color or something a bit buller like grey or cream might do it.
I meant that, and I also meant the borders between white territories. If you're not looking closely, they disappear entirely. Suggest an off-white or a creme or something.
I will change to "all of one color"laci_mae wrote:Another small edit: The orange text in the legend should be reworded. It's no longer colored shapes.
Best,
LMR
lighteningbrain wrote:Did you use a formmula to come up with the bonuses or were they just made up?
If so what?
Also, a couple of things on the small map:
1) You're missing the border between squares C13/C14
2) T17 seems to be the wrong colour
I'm not sure on how best to split up the bonus groups though, not the sort of thing I'm good at
mibi wrote:Don't mazes usually have a start and end? Maybe you should incorporate that and give it a high bonus to hold both. eh?
If someone can figure out how to add the appropriate text and make it fit in the small map, I am all for it. Please give suggestionsWidowMakers wrote:this is an interesting idea. The issue: No more room. The legend already is cramped in the small map. I understand what you mean but the "maze craze" feel of the map will take shape once the players start killing the neutrals and those neutrals respawn to make tougher spaces. And once enough neutrals get respawned into higher numbers the maze shape will take form (from a gameplay perspective)bbqpenguin wrote:this might have been brought up already, but...
why not put a "beginning/start" area and an "end/finish area". you could put a mouse at the beginning and cheese at the end or something cheesy like that and make each area like 4 squares, worth maybe 3 or 4 points. this way it resembles a maze more instead of an oddly colored crossword puzzle.
WM
WidowMakers wrote:mibi wrote:Don't mazes usually have a start and end? Maybe you should incorporate that and give it a high bonus to hold both. eh?If someone can figure out how to add the appropriate text and make it fit in the small map, I am all for it. Please give suggestionsWidowMakers wrote:this is an interesting idea. The issue: No more room. The legend already is cramped in the small map. I understand what you mean but the "maze craze" feel of the map will take shape once the players start killing the neutrals and those neutrals respawn to make tougher spaces. And once enough neutrals get respawned into higher numbers the maze shape will take form (from a gameplay perspective)bbqpenguin wrote:this might have been brought up already, but...
why not put a "beginning/start" area and an "end/finish area". you could put a mouse at the beginning and cheese at the end or something cheesy like that and make each area like 4 squares, worth maybe 3 or 4 points. this way it resembles a maze more instead of an oddly colored crossword puzzle.
WM
WM
I understand how to name the territories, what I don't know how to do is explain the extra bonuses for holding the start and finish because the legend is full.InkL0sed wrote:Replace some of the squares with larger territories? That is, merge two or three territories for beginning/ending territories. They could have unique names, so the confusion that would cause with the naming system wouldn't be a problem.
WidowMakers wrote:I understand how to name the territories, what I don't know how to do is explain the extra bonuses for holding the start and finish because the legend is full.
WM
Thanks for the comments. In regards to the neutrals, I want them to be easier to hit and conquer initially. I tallows the board to be more chaotic and random at the beginning. But after enough are taken, the board takes on the MAZE feel because all borders are so strong you only attack them when it is ABSOLUTELY necessary.laci_mae wrote:Hi WM,
I like the update. The addition of start & finish really worked out well. As for the neutrals, I'd like to see them be the same value to start and respawn. Maybe others don't like this idea. Regardless, I think a good number is 4. This makes it easier to attack opponents than the walls, but is not insurmountable.
Best,
LMR
oaktown wrote:well, I'm going to have a hell of a time with the colors on this one, but I'm not sure what can be done.
Might be worth considering another font for the A-W labels, as the "I" and "J" are sure to lead to some misdeployments.
Good idea. I will keep the font and dump "I" from the column letters.yeti_c wrote:oaktown wrote:well, I'm going to have a hell of a time with the colors on this one, but I'm not sure what can be done.
Might be worth considering another font for the A-W labels, as the "I" and "J" are sure to lead to some misdeployments.
Alternatively - do what they do for number plates - and don't use I
C.
WidowMakers wrote:2) Respawning neutral armies (once conquered, to what number do the borders reset, currently 5)
Sam Pootang wrote:WidowMakers wrote:2) Respawning neutral armies (once conquered, to what number do the borders reset, currently 5)
Hi, i think that the amount of neutrals should go up each time they have been attacked. I think they should start at 2 and then work there way up to 7 or 8. So each time they increase by an extra one which is for the best because if the game is in round 40+ a neutral army of 3 or 4 wouldn't be much resistance.
And i am loving the latest version.
InkL0sed wrote:Sam Pootang wrote:WidowMakers wrote:2) Respawning neutral armies (once conquered, to what number do the borders reset, currently 5)
Hi, i think that the amount of neutrals should go up each time they have been attacked. I think they should start at 2 and then work there way up to 7 or 8. So each time they increase by an extra one which is for the best because if the game is in round 40+ a neutral army of 3 or 4 wouldn't be much resistance.
And i am loving the latest version.
I don't think that's possible. It would be cool though.
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