Moderator: Cartographers
natty_dread wrote:I was wrong
Anarkistsdream wrote:If you guys can't tell that Doom is being forced to post this drivel, you are fools...
by The Neon Peon » Tue Dec 23, 2008 5:42 pm
The "Despotovo" on your signature is cut off.
by Androidz » Tue Dec 23, 2008 5:50 pm
is the Qwert 2008 when you started or when you think it quenched? in last case, it should say 2009. cause you wont quench it before then;).
by gimil » Tue Dec 23, 2008 6:11 pm
Im in agreement that this map is very similar in theme to your roman empire map. I would personally like to see something with a little moer greek flair. But with so much work already done I'm not gonig to push it. That said ... this map isn't all that great to look at for me. Right now the blue sea is far to prominent, its brightness drags my attention to it (away from anything else) and begins to hurt my head rather quickly.
Before I can give this map a good looking at I would like to see something to break up the sea a bit, a darker colour, a texture or some kind of faded image of a greek solider or something is need so that the water does stand so prominently.
this map isn't all that great to look at for me.
by Incandenza » Fri Dec 26, 2008 9:18 pm
Hey, qwert, I've been meaning to post something longish here, but the holidays have interfered somewhat... one quick question tho, and I know I've already asked it, but it's worth revisiting: how are you planning on laying out the neutrals? 'Cause it seems to be that your best bet is to have mostly 1's, with some strategic 2's and 3's separating the players, and maybe 3's or 4's on the +1 helmets. As far as the swords, well, personally I don't think that anyone is actually going to ever use that bonus, since to get it you already need to own like 90% of the map...
qwert wrote:by Incandenza » Fri Dec 26, 2008 9:18 pm
Hey, qwert, I've been meaning to post something longish here, but the holidays have interfered somewhat... one quick question tho, and I know I've already asked it, but it's worth revisiting: how are you planning on laying out the neutrals? 'Cause it seems to be that your best bet is to have mostly 1's, with some strategic 2's and 3's separating the players, and maybe 3's or 4's on the +1 helmets. As far as the swords, well, personally I don't think that anyone is actually going to ever use that bonus, since to get it you already need to own like 90% of the map...
All neutral will be 3. You all ready have +2 autodeploy and get 3 normal for every turn. I think that these is enough. I play feudal war,and if dices is bad even 8 can not help you to take one territory. I want to things on these map go slow step by step,and i dont like that people get to big autodeploy.
I dunno, qwert. If they're all 3's, then you have quite a few terits (Mesembrians, Lesbians, Chians, whatever "6" ends up being, etc) that no one is ever going to bother to take, save maybe in a no-cards build game. For almost all play modes (especially escalating, 1v1, and team games) there's no point in taking anything that's not an easy 1 or on a path toward the enemy.
by Incandenza » Sun Dec 28, 2008 5:42 am
I know how the terit bonus works, qwert. What I'm saying is that you can't just say "it's great for no cards games" and leave it at that. Hell, you're making the map, do you want to set it up so that in 90% of games people only conquer 50% of the territories? Besides, the map will be tactically waaaaay more interesting if you play with the neutral values. Honestly, should the Lesbians and Macedonians be considered the same strength?
If you work with the neutral values, you can shape the gameplay, give each starting point its own sphere of influence, and make it a bit easier for people to attain 12+ terits. I know you're looking for slow gameplay, but this might be a bit too slow.
by Incandenza » Mon Dec 29, 2008 5:59 am
I'm not just talking about islands, I'm talking about strategically unimportant terits, like Achaeans or Paonians or Chalcidians.
And to say "3 neutrals is standard for all maps" is simply not true. Every single other conquest map has variable neutrals. Take a look at Feudal or the AoRs if you don't believe me.
Here's the thing, qwert: this map will be way more interesting if you put the same amount of thought into the gameplay as you have into the graphics. Hell, I like this map, I'm willing to help you out, but to just put neutral 3's in every terit and say "done" would be a real shame.
Okay, let's take one starting point and I'll show you what I'm talking about:
Take the Persians.
Okay, first terit is Carpatos, that should be a 1, get players off to a quick start.
Next terit to be taken would be Cretans. Now, that's a bonus, so it should be a 2 or 3.
Moving outward, you have Rhodians. Another 1. Same with Sporadians.
Dorian Cycladians should also maybe be a 1.
Now it gets tricky, because the Persians will start butting up against the players with Skyros or Icaria. So let's put a heavier border between spheres of influence: Halicarnassians at a 3, and Athenians at a 5 (it's both a border and a bonus). It'll be kind of like the 10's that border the kingdoms in Feudal, but softer.
You can apply this rough concept to all the starting points. And while each one won't be exactly the same, they'll all have their advantages and disadvantages, same way as the AoR maps.
Incandenza wrote:Now, let's talk about the sword bonus. As it stands, by the time someone has all four swords, they're probably only a turn or two from winning the game anyway. What if you split up the bonus, say +2 or +3 for 2, +5 for 3, and +7 (or more) for all four?
Now, let's talk about the sword bonus. As it stands, by the time someone has all four swords, they're probably only a turn or two from winning the game anyway. What if you split up the bonus, say +2 or +3 for 2, +5 for 3, and +7 (or more) for all four?
ZeakCytho wrote:Incandenza wrote:Now, let's talk about the sword bonus. As it stands, by the time someone has all four swords, they're probably only a turn or two from winning the game anyway. What if you split up the bonus, say +2 or +3 for 2, +5 for 3, and +7 (or more) for all four?
I agree with you in theory, but qwert is really pressed for legend space. Where would he put the information like that? He'd have to get rid of the inset, which would actually be a good thing, but it'd be a real squeeze in that area of the map.
Well, there's a bit of space, but more could be made if the Cretan helmet and army circle were moved to the right, and the inset could perhaps overlap the western bit of Crete.
by bryguy » Tue Jan 06, 2009 12:23 am
1) The text is really small, and a little hard to read
2) Are u sure the army circles are big enough to fit armies?
3) Where is the main inset supposed to be at?
4)Thats all I can find to comment on, its and excellent map!
bryguy wrote:1) The text is really small, and a little hard to read
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