PepeAtila wrote:Now I guess this are the lines:
Balanced play. It should be unlikely that one or more players can start the game with a major advantage as a result of the initial drop or getting the first turn.done
Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.I think so
Game type flexibility. The map should support various game types and not be designed with specific/limited game settings in mind (standard, assassin, fog of war, 2 players, etc.).I think so
Player-friendliness. Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear and concise, and the map should be free of unnecessary or cumbersome rules.I hope it is clear.
Open-play. There should be many ways a game might progress on a map, and many roads to victory. Such features as unpassable borders should enhance, not limit, gameplay, and every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map. The map should be fun to play, not frustrating.I hope so.
Function trumps form. The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc.I think so
Good job on receiving your Draft Stamp.
Now for the next step Gameplay:
Balanced Play ?? -I'm not sure if it would be considered 100% balanced of course I am not a big conquest style
player but I'm not sure if how close some of the initial starts are to each other. So you have
8 Starting points. How many places would each player get to start say in a 1 v 1 or a 4 v 4
would a player start with only 1,2 or would the 8 places be spread out evenly?
-This is important because say if only 1 start each how many moved would it take for one
player to wipe out the other players having the clock type movement does help even them
out and would need pretty good dice but i think some starts have clare advantages over
others.
-This all depends how the starts will be divided up.
like i said I'm not an expert in conquest maps but these are questions that arise
Solid bonus system - I agree its pretty good but i think +1 auto deploy on the initial start "helmet"
might be a slap in the face to a player that gets bad dice to start i know i would curse
-if i lost 3 men against the 2 neutral it would take two turns to gain better odds of taking
that neutral. in the meantime the other players grow and become to powerful to stop to
early in the match. Maybe a +2 would be a little better at least then you could roll a 3v2
intensity cube or stack and at least have a better chance of catching up to the other player
making the game funner in the long run
Game flexibility -should be good for all types assassin could be very interesting
Player Friendliness -you have alot of overlapping army squares on the names and icons this for sure needs fixing
and im sure you are working on that.
-I suggest keep small names for small spaces and use the bigger one for the bigger spaces.
This should help for space issues
-Its all about alignment look at
maximino see how you have the army indicator, name
and icon are pretty must evenly place between each other as not all can be setup exactly the
same for space reasons at least align all graphics in the region evenly apart but not flying all
over the place like
commodusOpen PlayI think you are good here but i'll have to continue looking at all paths to be sure
Function trumps form fixing the player friendliness issues i mentioned should make this ok as well
as for graphic nitpicks
i'm a bigger fan of two way arrows over the droplet imo
- I just think there could be better thing then the droplet its ok on the map but i'm sure
there is better thing to use as a two way attack(i'm thinking maybe other types of weapon
that might be used. like the net, mace or flail) crossing of swords might be neat too
And yes i'm keeping in mind space it might take up
When you draw the graphic draw it in it most confining area and it will help you see what
will work best
- there is extra space on the top and bottom(white wierdness) you should crop it out as i
think you don't want it there do you?
but lets keep focused on gameplay for now good job