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InkL0sed wrote:At a glance, these are my thoughts:
It's a headache to look at, and the legend is also confusing, as is the numbering system. You're also not going to be able to fit in the army circles. I suggest you reduce the number of territories (though I like the idea and general game play), and maybe make more space by cutting down on the legend size.
Natewolfman wrote:I have the first draft with help from WidowMakers, we have ALOT to go, but now you can see the official general outline. lets get some gameplay discussion going, aye?
Androidz wrote:Didint understand that X/y thing you said should say on the map tough:(
Juan_Bottom wrote:So there is no specific starting points? I can't tell.
Natewolfman wrote:Androidz wrote:Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that countryJuan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
Androidz wrote:Natewolfman wrote:Androidz wrote:Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that countryJuan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
But you said the decay should say on the map which it down:/
Natewolfman wrote:Androidz wrote:Natewolfman wrote:Androidz wrote:Didint understand that X/y thing you said should say on the map tough:(
the X/Y are the Bonus/Decay for each contry... X adds bonus into your deploy, while the Y Decays that countryJuan_Bottom wrote:So there is no specific starting points? I can't tell.
the starting points are the blue
But you said the decay should say on the map which it down:/
what? lol
Incandenza wrote:Two quick things:
1) I love the concept, but at the moment the graphics are pretty terrible.
2) you must guard against making it too difficult to move around, otherwise people will just sit and build, and that's no fun at all. If nothing else, if I were to find myself in the middle of a zombie outbreak, I'd wait till there weren't too many around to make my move.Maybe make the initial neutrals very low (like 1 or 2) to encourage early movement, but make the respawning neutrals higher (like 5), which would fit the whole zombie pack-hunting behavior.
barterer2002 wrote:Nate my initial reaction is that you've got an issue with the distance from the starting points. I'll admit to not reading all 8 pages but am assuming you're updating your map on the first page there.
Looks to me like those safe houses directly north or south of the helipad have to cut through about 8-9 terts to get to the helipad while those coming from the west and east need to go through 11-12 and even more for the corners. Probably need to even that out a bit.
Blitzaholic wrote:Incandenza wrote:Two quick things:
1) I love the concept, but at the moment the graphics are pretty terrible.
2) you must guard against making it too difficult to move around, otherwise people will just sit and build, and that's no fun at all. If nothing else, if I were to find myself in the middle of a zombie outbreak, I'd wait till there weren't too many around to make my move.Maybe make the initial neutrals very low (like 1 or 2) to encourage early movement, but make the respawning neutrals higher (like 5), which would fit the whole zombie pack-hunting behavior.
agreed with above
i would need to see an update and view the bonus regions and their worth?
Sychamore wrote:Natewolfman wrote:CC ZOMBIES
BONUS'S
For bonus's nothing is yet set in stone, the general idea i had was for a auto-deploy only, and much like the zombies, the closer you get to town hall, the more that get auto-deployed on the buildings.
-NO SPECIFIC CONTINENT BONUS
-All bonus's are auto deploys?
OK thats my general game plan, please tell me what you think in terms of gameplay, ive PMed qwert to ask if he will do my graphics for me, if not though ill need someone else so if your interested please tell me so
I like the auto-deploy much like on the "New World" map, but I would only auto deploy the starting homes. Don't have it increase as you get closer to Town Hall. That will be the challenge of it; you have to keep chipping away at the zombies to get through to "Town Hall".
Maybe add a bonus to the NG roof tops. make the NG spots neutral from the start so players are not getting bonuses without having earned it.
From what I understand it looks like a fun map. I'm sure if you took a picture of the board game and sent it to one of the topographers they would put some meat on those bones.
Good Luck!!
pempi wrote:I am not sure about the autodeplys everywhere, when you pass through a road, the path will automatically close behind you (if i understand correctly ) rendering your original and gained deploys practically useless (unless thats the idea) to your quest - as you wont be able to use them as a fort.
Other then that Cant wait to get cracking - class idea!!
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