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Polderand Map

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Re: Polderand Map

Postby BadgerJelly on Tue Dec 27, 2011 9:59 am

Ok I get it! I should be voicing my views about the LG version elsewhere! Sorry :oops: been back and forth so many times forget which site I am on :P

I thinking too much in the LG mind set because I NEVER have to put continent values on the map or territory names.

I will drop the "bubbles" completely! The Feudal Epic map above is closest to the look I am going for I will just have to think out a way to keep my idea working with Borders etc.

AND there is a "theme" to this map as I have said. This is a long way off anything yet but trust me it will be worth it. With a series of maps it could easily be played as a campaign ... I will put into use what I learn I can do on another map that zimmah has kindly offered to help me with.

All I can tell you now is certain areas of the map will have certain benefits and Neutrals will flood most of the map and players also have certain starting positions. I have MANY MANY MANY ideas and options where to go with this map and there are probably more things I can do that I have not learnt yet! I LOVE making maps end of story :mrgreen:
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Re: Polderand Map

Postby natty dread on Tue Dec 27, 2011 1:58 pm

Well, it's good to see such enthusiasm...

We might make a CC mapmaker out of you yet. :)
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Re: Polderand Map

Postby zimmah on Tue Dec 27, 2011 4:34 pm

i also think you may find it interesting to hear that it's possible to customize the amount of armies you get for holding X amount of regions, for example by the standard rules you get 3 armies by default and if you hold 12 or more territories you'll get 1 armies for every 3 territories. however you can fully customize it (it's not often used but some maps do use it).

you could for example say that everyone gets 4 armies by default and gets 1 extra army for every 5 territories, you can even make it so that for the first 20 territories you get 1 troop per 4 territories, and for the 10 territories after that you get 1 for every 5 and for the 30 territories after that you get 1 for every 3, you can really fully customize it.
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Re: Polderand Map

Postby BadgerJelly on Wed Dec 28, 2011 1:29 am

Can you make it so that different players get reinforcments at different rates?

eg. Player one gets +1 per region up to 5 then +2 every 5 after and Player 2 gets +3 per region up to 6 and then +3 every 7 after.
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Re: Polderand Map

Postby zimmah on Wed Dec 28, 2011 2:58 am

BadgerJelly wrote:Can you make it so that different players get reinforcments at different rates?

eg. Player one gets +1 per region up to 5 then +2 every 5 after and Player 2 gets +3 per region up to 6 and then +3 every 7 after.


no, every player get treated equal, however you can change it per region by using region count bonusses
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Re: Polderand Map

Postby BadgerJelly on Wed Dec 28, 2011 3:07 am

zimmah wrote:
BadgerJelly wrote:Can you make it so that different players get reinforcments at different rates?

eg. Player one gets +1 per region up to 5 then +2 every 5 after and Player 2 gets +3 per region up to 6 and then +3 every 7 after.


no, every player get treated equal, however you can change it per region by using region count bonusses


Thats good enough :D
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Re: Polderand Map

Postby The Bison King on Fri Dec 30, 2011 7:47 pm

Here's the thing. I'm all about fantasy maps, and imagined places, but you have to make me care. What is Polderand to me? What makes it cool? Who are the people? This doesn't all need to be spelled out on the map, but their need to be some hints of it. Right Now Polderand is just a green land mass with circles on it. I want to know more about who these circles are.
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Re: Polderand Map

Postby Riskmaster101 on Fri Dec 30, 2011 10:17 pm

I see no theme here.. or even marked territories...... I'm not sure what the concept is but this definitely doesn't look like a map. It looks like a hill in africa that you took off google haha. Please elaborate on the theme? Also, what graphic program are you using? This doesn't look very good at all graphically...

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Re: Polderand Map

Postby BadgerJelly on Sat Dec 31, 2011 2:36 am

The Bison King wrote:Here's the thing. I'm all about fantasy maps, and imagined places, but you have to make me care. What is Polderand to me? What makes it cool? Who are the people? This doesn't all need to be spelled out on the map, but their need to be some hints of it. Right Now Polderand is just a green land mass with circles on it. I want to know more about who these circles are.


Give me a break its been the holidays! :D

I PROMISE I will get round to giving background details etc. The game will be themed on a certain period of time and I will give a lead in story to the game.
I will also list alll the bonuses with details and background of Cities or special areas on the map.
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Re: Polderand Map

Postby BadgerJelly on Sat Dec 31, 2011 2:42 am

Riskmaster101 wrote:I see no theme here.. or even marked territories...... I'm not sure what the concept is but this definitely doesn't look like a map. It looks like a hill in africa that you took off google haha. Please elaborate on the theme? Also, what graphic program are you using? This doesn't look very good at all graphically...

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I use GIMP. This is NOWHERE NEAR the finsihed article.

If you have any tips graphically then please give them. I'm more than happy to learn.

There were marked terrs on earlier version but I am probably going down another route with it and for now I'm focusing on getting the look of the cities correct none of which are finish yet. I am going for the google earth map kind of view and thats not really something I want to alter AT ALL!
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Re: Polderand Map

Postby BadgerJelly on Sat Dec 31, 2011 5:49 am

Actually instead of traditioanl borders I was going for something like DiMs maps that are in draft room.

The roads will link up areas of importance. I'll reduce size of Bubbles and have them for armies number to go on.
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Re: Polderand Map

Postby Riskmaster101 on Sat Dec 31, 2011 11:10 am

If you want my opinion, I would pick an idea and go with it. You keep changing your mind and its extremely hard to keep track of where you plan on taking the map. I don't think this concept has much potential, but then again, I don't see a map yet.... So maybe move this to the melting pot and work on the graphics for a while? Just thoughts.

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Re: Polderand Map

Postby thenobodies80 on Sun Jan 08, 2012 7:51 pm

Is this one a draft? :-k
I think that for now it belongs more to ideas.....
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Re: Polderand Map

Postby BadgerJelly on Mon Jan 09, 2012 6:04 am

thenobodies80 wrote:Is this one a draft? :-k
I think that for now it belongs more to ideas.....


Sorry thought this was the place to put maps you were making? Do I need a stamp or something to get here?
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Re: Polderand Map

Postby koontz1973 on Mon Jan 09, 2012 6:17 am

BadgerJelly wrote:
thenobodies80 wrote:Is this one a draft? :-k
I think that for now it belongs more to ideas.....


Sorry thought this was the place to put maps you were making? Do I need a stamp or something to get here?

No, but there are certain requirements to being here. Look in the viewtopic.php?f=583&t=105182 for some help and here for the rest viewtopic.php?f=649&t=150681.

Right now, start bunging some territories on (with names), some attack lines/borders and a simple/quick legend to show the GP features. Should take you all of an hour to do (rough). It can be improved upon later so no need to worry just yet.
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Re: Polderand Map

Postby natty dread on Mon Jan 09, 2012 6:23 am

You need what is known as a "working draft" which means that your map image includes all the elements required to play a game on the map right now. Ie. territory names, rules, attack routes, etc.
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Re: Polderand Map

Postby BadgerJelly on Mon Jan 09, 2012 6:50 am

I have as much information as I know ... not had time to think about the special features I'll use.

The borders are all there. Sorry they are not perfectly clear but like I said I have been and going to be getting busier until end of feb when I'll be good to put a lot of attention into this.

I'll upload better image that is closer to the finished product. It depicts the general outlay and borders more clearly. I'm going to have set startingposition for sure but just tryingto figure things out better and decide whether any extra regions need to be added to improve the feel of the game play.

I have not put theme because I need to write out a little bit of history and play around with ways of showing this. I am thinking pretty much along the lines of having each starting position with auto-deploy and region bonuses to purely depend on the starting position you hold or holdin the future as you take over other players (maybe have it so once someones Capital is taken they are out of the game and all their armies turn Neautral??. I keep having ideas but need to sort through what is and isnt possible with XMLcoding.

example : One region gives 1 player a 2 army bonus and another player 0 army bonuses and another 5!

This will lead to very interesting game play with some players maybe even exchanging regions to increase both of their reinforcments or stopping other getting to a large single bonus area ... I think this will be a very enjoyable and playable game with different starting positions on the map offering different styles of play each time.

This is also a map that could be adjusted and used over for different periods in the regions history by simply changing the look of the map by having a new XML code made.

The races/empires in the Polderand Region

- Humans Of Polderand : A relatively newly formed nation in Human history.
----- Prath = Capital of Polderand with main fleets and armies of Polderand.
----- Heverod = Superb shipwrights.
----- Utalis = New advanced city. Powerful armies and numerous inventers and explorers.
----- Endmorn = The work horse of Polderand with surrounding areas the main supply of all of Polderands food resources.
----- Hadal = The Mining city fortress.

More to come ...


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Re: Polderand Map

Postby BadgerJelly on Mon Jan 09, 2012 9:25 pm

PLEASE ignore the look of the map for now. The visual is VERY important to me and whats down now is literally the bare bones of what it will become. I want to create an certain feel to the map to fit the theme but it'll take time ... this will be a slow burner probably to start with but once I get going it'll be good :)

I was thinking along th elines of 8 players but maybe I need to add more terrriories??
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Re: Polderand Map

Postby greenoaks on Mon Jan 09, 2012 10:19 pm

BadgerJelly wrote:PLEASE ignore the look of the map for now. The visual is VERY important to me and whats down now is literally the bare bones of what it will become. I want to create an certain feel to the map to fit the theme but it'll take time ... this will be a slow burner probably to start with but once I get going it'll be good :)

I was thinking along th elines of 8 players but maybe I need to add more terrriories??

but this has no theme
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Re: Polderand Map

Postby BadgerJelly on Tue Jan 10, 2012 6:56 am

greenoaks wrote:
BadgerJelly wrote:PLEASE ignore the look of the map for now. The visual is VERY important to me and whats down now is literally the bare bones of what it will become. I want to create an certain feel to the map to fit the theme but it'll take time ... this will be a slow burner probably to start with but once I get going it'll be good :)

I was thinking along th elines of 8 players but maybe I need to add more terrriories??

but this has no theme


Exactly what do you want me to say? Its a theme fantasy world of which I hope o bring to life with this and other maps.

I'll repeat myself again ... I'll give background information as and when I have time.

The list of cities I have made will relate to game play.

EXAMPLES : The town of Denkew (Directly Between Prath and Heverod) is a jewellers town and rich. Therefore in combination with another city it will give extra bonuses.

Heverod the Shipwrights are famous. Owning this gives you sea port advantage. This one I'm not sure how to represent! Maybe if poss with XML I'll give attacks on sea ports +1 on highest dice roll or maybe have 4 dice and top 2 are used?? I'll figure out percentage if this is poss.

Nearly every territory on the map has this possibility.

So I guess the theme is a fantasy land at war.
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Re: Polderand Map

Postby greenoaks on Tue Jan 10, 2012 7:45 am

stop telling us what you have at home. put it on the map.
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Re: Polderand Map

Postby BadgerJelly on Tue Jan 10, 2012 8:03 am

greenoaks wrote:stop telling us what you have at home. put it on the map.


I WILL WHEN I HAVE TIME. Why so bloody impatient?? I ask for comments about BASIC set up and all I get is BS about themes, map not looking right etc...

Seriously guys this is new to me and a Draft is something thats unfinished. This is barely started and the look doesnt matter and all I have is the basic layout of the board. If no one want to comment on that then I'd rather not here anything from anyone until I update this in the future.

I'm a reasonable person ;)
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Re: Polderand Map

Postby natty dread on Tue Jan 10, 2012 10:57 am

See, here's the thing... No one cares about the "basic layout". People want to see a ready map draft, with a functional theme, and at least a start of gameplay and graphics. I get that this project is special and exciting to you, but when you post your "basic layout" here, other people don't see the special project you've invested lots of time in, they see an unfinished draft with no theme.

To be honest with you... so far there's nothing really special about your map idea. You have an idea to make a map about a "fantasy land at war"... which makes me want to ask: fantasy land at war, and? That's a bit too vague to yet consitute a theme. Making fantasy maps is ok but there has to be some kind of central idea to the map, there has to be a story to it. And it has to show from the map, the map needs to tell that story, but not with words - with the gameplay and the overall theme.

In other words, you really need to figure out the answer to the question "what makes this map worthy of being made". It's not enough to have a theme, you need to have an interesting theme.
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Re: Polderand Map

Postby DiM on Tue Jan 10, 2012 1:22 pm

badger, i'm all for fantasy maps since all my maps are like that but right now yours seems generic because it's in its early development steps.
what you need to do is add some names for the terits and write a legend to give us an idea of what's going on. and most important get rid of the coloured bubbles, they don't fit with the design.

once you add the names, then people will see which city is which and what's a kingdom named. with the legend they'll understand what gives bonuses and what doesn't and they'll get a better feel for the gameplay.

right now nobody can say if your terit layout is good or not because we don't know what each terit is and how its connections affect the gameplay.

as for the theme, especially when you're doing something fantasy that nobody heard about, it's good to work on the map as much as you can before presenting the first draft. having a complete map with scenery cities villages roads and names makes people relate much better to the map. they need to imagine the universe you're creating so give them all the elements they need to imagine this as you wanted. heck, you could even throw a little story on the map if you have the space. point is, if you don't say anything about your fantasy kingdom and don't include all the elements then people either won't bother to use their imagination to fill in the gaps and if they do bother, chances are they'll imagine something different than you intended and become disappointed when you finish what you started.
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Re: Polderand Map

Postby zimmah on Tue Jan 10, 2012 1:38 pm

besides, xml can't affect dice. that would only result in more dice ranting.
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