i have been debating the boats in my head, and discussing them with 44, i am wondering if i should get new ones, keep these ones (in which case i would make them more opaque maybe diff color), or go back to the old black onesrjz115dude wrote:my only suggestion is i can't really see the boats
[Abandoned] - Treasure Map
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LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
- Barry Zuckerkorn
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
Rename Moby Dick to The Pequad -- Moby Dick was a whale, the Pequad was the ship...
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LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
i named that after the song by led zeppelin...Moby Dick, but i will change itBarry Zuckerkorn wrote:Rename Moby Dick to The Pequad -- Moby Dick was a whale, the Pequad was the ship...
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LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
any gameplay comments?
Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
Wow, this has come along way since I looked at it last, good job
Gameplay:
1) Which territories are going to be neutral? Just wondering, as that would make commenting on gameplay easier
2) I think that the territories on Grendelia are to low. Maybe increase them a bit? Territories that are connected to other ships/boats maybe have as neutral 3 or 4? then have the territories getting closer to the X higher and higher? (like the horn as 4, outskirts as 5, dad man's eck as 6, and the x as 10?
3) The current positioning of attack lines may make it easier for some people to get to dead man's neck (and thus the X), while making it harder for others. You may want to make sure everybody gets an equal chance.
4) What is the purpose of Treasure Cove? You can't get to New Cove from it, and its basically just a dead territory that has no purpose. Maybe try and figure out something that make people want to take it? Maybe something like +2 autodeploy on Treasure Cove? Maybe something similar for south grendelia, new cove, grand peninsula, far east, eastern peninsula, etc?
5) Since you have to go farther to take the Pirate Armada, and there are a total of 3 territories that can attack the armada, maybe up the bonus to 4? (1 to defend each of those 3 spots that can be attacked, and 1 extra?)
6) The entrance to X is easy to miss. Maybe remove 1 or 2 of the smaller along the entrance? that might make it easier to see.
7) There is a line (more like a slanted dash) that is next to Middle World, that makes it seem that you can go from Middle World to Far East (or might for some people). Unless this is supposed to be there, you may want to remove it
Graphix:
1) While the boats look much better than before, they still seem to detract some from the graphix of the map. Hope you understand what I mean
2) What is the bonus for Shreinfeld? is it 4 or 9? may want to make that clearer
3) The title doesn't blend as well as the rest of the map, maybe lower the opacity a tad bit?
4) The white glow around the font on the bottom is fine, but what would it look like with a glow that is closer to that of the color of the background? Just wondering
5) The brown of the Stardelfan +3 bonus should probably be lowered in opacity slightly, to blend in better
6) Love the rhyme of the legend! Some of the letters in it tho are harder to read. Not that importatnt to fix, just stating something
This is looking 100% better than when I last saw it, good job

Gameplay:
1) Which territories are going to be neutral? Just wondering, as that would make commenting on gameplay easier
2) I think that the territories on Grendelia are to low. Maybe increase them a bit? Territories that are connected to other ships/boats maybe have as neutral 3 or 4? then have the territories getting closer to the X higher and higher? (like the horn as 4, outskirts as 5, dad man's eck as 6, and the x as 10?
3) The current positioning of attack lines may make it easier for some people to get to dead man's neck (and thus the X), while making it harder for others. You may want to make sure everybody gets an equal chance.
4) What is the purpose of Treasure Cove? You can't get to New Cove from it, and its basically just a dead territory that has no purpose. Maybe try and figure out something that make people want to take it? Maybe something like +2 autodeploy on Treasure Cove? Maybe something similar for south grendelia, new cove, grand peninsula, far east, eastern peninsula, etc?
5) Since you have to go farther to take the Pirate Armada, and there are a total of 3 territories that can attack the armada, maybe up the bonus to 4? (1 to defend each of those 3 spots that can be attacked, and 1 extra?)
6) The entrance to X is easy to miss. Maybe remove 1 or 2 of the smaller along the entrance? that might make it easier to see.
7) There is a line (more like a slanted dash) that is next to Middle World, that makes it seem that you can go from Middle World to Far East (or might for some people). Unless this is supposed to be there, you may want to remove it
Graphix:
1) While the boats look much better than before, they still seem to detract some from the graphix of the map. Hope you understand what I mean
2) What is the bonus for Shreinfeld? is it 4 or 9? may want to make that clearer
3) The title doesn't blend as well as the rest of the map, maybe lower the opacity a tad bit?
4) The white glow around the font on the bottom is fine, but what would it look like with a glow that is closer to that of the color of the background? Just wondering
5) The brown of the Stardelfan +3 bonus should probably be lowered in opacity slightly, to blend in better
6) Love the rhyme of the legend! Some of the letters in it tho are harder to read. Not that importatnt to fix, just stating something
This is looking 100% better than when I last saw it, good job
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LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
Thank youbryguy wrote:Wow, this has come along way since I looked at it last, good job![]()
Gameplay:
1) Which territories are going to be neutral? Just wondering, as that would make commenting on gameplay easierI posted the map with the starting neutrals ubove ^^^^
2) I think that the territories on Grendelia are to low. Maybe increase them a bit? Territories that are connected to other ships/boats maybe have as neutral 3 or 4? then have the territories getting closer to the X higher and higher? (like the horn as 4, outskirts as 5, dad man's eck as 6, and the x as 10? I would do this, but the problem is that that way you would have to go through over 20 troops to get to X
3) The current positioning of attack lines may make it easier for some people to get to dead man's neck (and thus the X), while making it harder for others. You may want to make sure everybody gets an equal chance. There are 4 territories between eacha attack line to Grendelia and the X
4) What is the purpose of Treasure Cove? You can't get to New Cove from it, and its basically just a dead territory that has no purpose. Maybe try and figure out something that make people want to take it? Maybe something like +2 autodeploy on Treasure Cove? Maybe something similar for south grendelia, new cove, grand peninsula, far east, eastern peninsula, etc? Treasure cove was originally there because that was where one of the attack routes lead to but i had to get rid of the attack route so it wouldn't be harder for this person and easier for another
5) Since you have to go farther to take the Pirate Armada, and there are a total of 3 territories that can attack the armada, maybe up the bonus to 4? (1 to defend each of those 3 spots that can be attacked, and 1 extra?) I will do that
6) The entrance to X is easy to miss. Maybe remove 1 or 2 of the smaller along the entrance? that might make it easier to see. are you talking about the moutains, and i will get rid of some
7) There is a line (more like a slanted dash) that is next to Middle World, that makes it seem that you can go from Middle World to Far East (or might for some people). Unless this is supposed to be there, you may want to remove it I will get rid of that, that came on the background image
Graphix:
1) While the boats look much better than before, they still seem to detract some from the graphix of the map. Hope you understand what I meanI have hadd an ongoing problem with them...
2) What is the bonus for Shreinfeld? is it 4 or 9? may want to make that clearer It is 4, i'll try to make that clearer
3) The title doesn't blend as well as the rest of the map, maybe lower the opacity a tad bit? Everything else is at 75%, so i'll change it to that
4) The white glow around the font on the bottom is fine, but what would it look like with a glow that is closer to that of the color of the background? Just wonderingI will change that
5) The brown of the Stardelfan +3 bonus should probably be lowered in opacity slightly, to blend in better I will try this, but if i lower it to much it will blend in completely
6) Love the rhyme of the legend! Some of the letters in it tho are harder to read. Not that importatnt to fix, just stating somethingThank you, i will try to make it easier, (not sure if i can without makeing it look wierd)
This is looking 100% better than when I last saw it, good job![]()
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LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
i took the army circles out from under the numbas and i think it looks fine, are there any objections thoug
- sailorseal
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]
The ships annoy me make them clearly on top of the map not behind some sort of fog or eliminate them Also add one.
- the.killing.44
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LED ZEPPELINER
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LED ZEPPELINER
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
by adding a scroll, i would loose a lot of the grunge i have going right now
should i or not
should i or not
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aequitas08
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...
-aequitas08
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...
-aequitas08
- the.killing.44
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
very good idea, i support this. but i say only the ships close to shore.aequitas08 wrote:First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...
-aequitas08
.44
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LED ZEPPELINER
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
This sounds good with me, the only concern i have is that i may be hard to fit it into my rhymethe.killing.44 wrote:very good idea, i support this. but i say only the ships close to shore.aequitas08 wrote:First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...
-aequitas08
.44
- the.killing.44
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
Load up yer naval guns,
and ye on Grendelia coast beware.
Fer' those ships within range
will bomb the shit outta ye.
Just kiddin' on the last line. I'll think of something.
.44
and ye on Grendelia coast beware.
Fer' those ships within range
will bomb the shit outta ye.
Just kiddin' on the last line. I'll think of something.
.44
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rustlemania
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
Jake - watch your language...
Zep:
With so few terts not starting as neutral, I'm wondering if it'll ever be worth it to actually go for the objective. I don't think I would, especially with certain settings. It's not a big map to begin with, throwing in all of those neutrals seems like a bit too much to me.
The boats still look like they are images placed on top of the map (i know that's what they are, but they shouldn't look like it).
I know it's difficult, and probably a pain, but I think the only way you'll get them to look right is by drawing them. No matter what image from the internet you use, and no matter how much you fade them, they may still look like they are sitting on top of the map - and they really shouldn't, they should be a part of the map.
Zep:
With so few terts not starting as neutral, I'm wondering if it'll ever be worth it to actually go for the objective. I don't think I would, especially with certain settings. It's not a big map to begin with, throwing in all of those neutrals seems like a bit too much to me.
The boats still look like they are images placed on top of the map (i know that's what they are, but they shouldn't look like it).
I know it's difficult, and probably a pain, but I think the only way you'll get them to look right is by drawing them. No matter what image from the internet you use, and no matter how much you fade them, they may still look like they are sitting on top of the map - and they really shouldn't, they should be a part of the map.

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LED ZEPPELINER
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
there are at the moment 31 territs not starting neutral all divided by the players, as for the boats, i will continue experimenting with themrustlemania wrote:Jake - watch your language...
Zep:
With so few terts not starting as neutral, I'm wondering if it'll ever be worth it to actually go for the objective. I don't think I would, especially with certain settings. It's not a big map to begin with, throwing in all of those neutrals seems like a bit too much to me.
The boats still look like they are images placed on top of the map (i know that's what they are, but they shouldn't look like it).
I know it's difficult, and probably a pain, but I think the only way you'll get them to look right is by drawing them. No matter what image from the internet you use, and no matter how much you fade them, they may still look like they are sitting on top of the map - and they really shouldn't, they should be a part of the map.
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LED ZEPPELINER
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Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]
I was thinking of getting rid of the one way assault from Creeker to Black Dog, that way the boats would have only 2 borders, and creeker is already attacking Grendelia. If nobody objects then i will get rid of it
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LED ZEPPELINER
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
Treasure Map v19
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: x starts with 10 neutral units, other territories on Grendelia start with 7 neutral units, and are killing neutrals
Objective: hold X for two turns to win
v20
DRAFT?
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: x starts with 10 neutral units, other territories on Grendelia start with 7 neutral units, and are killing neutrals
Objective: hold X for two turns to win
v20
changes
1. change shape of land masses
2. redid borders with 1px brush
3. changed boats back to first
2. redid borders with 1px brush
3. changed boats back to first
- sailorseal
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
Make the boats look good, the first ones were changed for good reason
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LED ZEPPELINER
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
i know, but i just put these ones back as a place holder instead of the others, because i think that they look bettersailorseal wrote:Make the boats look good, the first ones were changed for good reason
- The Neon Peon
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
Then come up with some boats. You will need to do it some time.LED ZEPPELINER wrote:i know, but i just put these ones back as a place holder instead of the others, because i think that they look bettersailorseal wrote:Make the boats look good, the first ones were changed for good reason
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LED ZEPPELINER
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
i know, im gonna try some stuff out, maybe draw by hand, scan then edid with photoshop
- sailorseal
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Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
Well LZ I remember when we all started our own maps after kill did and it brings a tear of joy to my eye seeing them all go somewhere
So with that said.
Now you can either go two ways with this graphically,
1. Make it look like a real mass on the page
or
2. Make it look drawn on paper like a Treasure Map
I recommend the second option very strongly. Put back the wrinkle texture to a much lighter degree. Also fade all of the colors in your territs. I like your assault routes but I HATE the boats. I say abandon the attempts to make clear drawn boats fit in this map. Make drawn boats, well drawn boats that are clearly boats but still drawn boats all the same. Increase the amount on the neutrals so people can't just build up for 3 turns and win. Also make the neutrals on the X island killer so that a player has to go for it all in one turn.
Great map! Can't wait to see them all in the main foundry
So with that said.
Now you can either go two ways with this graphically,
1. Make it look like a real mass on the page
or
2. Make it look drawn on paper like a Treasure Map
I recommend the second option very strongly. Put back the wrinkle texture to a much lighter degree. Also fade all of the colors in your territs. I like your assault routes but I HATE the boats. I say abandon the attempts to make clear drawn boats fit in this map. Make drawn boats, well drawn boats that are clearly boats but still drawn boats all the same. Increase the amount on the neutrals so people can't just build up for 3 turns and win. Also make the neutrals on the X island killer so that a player has to go for it all in one turn.
Great map! Can't wait to see them all in the main foundry
Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]
The graphics are fine at this stage - and are dramatically improved from earlier drafts. The thing that concerns me the most is the gameplay...
Once all the neutrals are taken into consideration, I think I counted 31 starting territories; this is a very low amount for a map that will require you to build an an army big enough to battle through 15 neutrals to get the objective. I really don;t see that anybody's going to go for the objective until they have an army of at least 30, at which time everybody else is going to have around 30 armies too?
With the neutral armies on the ships, you are guaranteeing that some people will start isolated from everybody else, and will ensure that the drop isn't fair... You've worked on balancing the attack routes to the objective, but made the start unbalanced as a result.
I'm also going to query the effectiveness of the killer neutrals - they'll only take effect if somebody fails to get the objective... otherwise your opponents will capture them and leave a trail of 1s.
In short, the map looks good for this stage of development, but I think the gameplay is seriously flawed as it stands.
Once all the neutrals are taken into consideration, I think I counted 31 starting territories; this is a very low amount for a map that will require you to build an an army big enough to battle through 15 neutrals to get the objective. I really don;t see that anybody's going to go for the objective until they have an army of at least 30, at which time everybody else is going to have around 30 armies too?
With the neutral armies on the ships, you are guaranteeing that some people will start isolated from everybody else, and will ensure that the drop isn't fair... You've worked on balancing the attack routes to the objective, but made the start unbalanced as a result.
I'm also going to query the effectiveness of the killer neutrals - they'll only take effect if somebody fails to get the objective... otherwise your opponents will capture them and leave a trail of 1s.
In short, the map looks good for this stage of development, but I think the gameplay is seriously flawed as it stands.

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that