Moderator: Cartographers
koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
Good luck.
koontz.
ljex wrote:koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
Good luck.
koontz.
Im sorry, first time working int the foundry...didnt know that i had put it in the wrong place.
koontz1973 wrote:ljex wrote:koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
Good luck.
koontz.
Im sorry, first time working int the foundry...didnt know that i had put it in the wrong place.
Not a problem. These things happen. glad to see some new faces here and look forward to your next draft.
koontz1973 wrote:This is what I get from your first draft. You all start in the outside of the map like Oasis. A 3 territ winning condition in the centre, again like oasis. Again like oasis, you have the islands (brown blobs). These may or may not work like oasis but the deployment is very similar. I believe from what I see is this - hold an island and a certain amount of coloured territs to get a bonus, without the brown blob, you get nothing. You have no solid colours on the map so the bottom part of the image has no meaning. But I believe you mean these to be impassable - correct?
To go forward, try a couple of things. Leave out the colours for now and get a good drawing of the territ regions done. When this is done, post that image. Only add the colour to the starting territs and islands. These will give a far better understanding to what you want in way of outlineing the GP.
Adding ranged attacks can work but as this is yours and sullys first map, leave it out. Better to go simple first time. When you get to the game play section, you can raise it again.
Without a proper image, looking at bonus numbers are irrelevant for now.
GL.
koontz
koontz1973 wrote:The solid coloured regions, if they cannot be attacked or attack, how does a player get them? Are they starting positions?
So the brown blobs are a multiplier. This is a nice idea.
Negative bonus regions are easy to work out.
So if I hold red region I get +4, with the red regions brown blob +6, but if I hold the green regions brown blob, I would get nothing.
Region connection is also nice but harder to get gameplay worked out. Really think about your layout here.
As for an idea, it really is a great one and I do hope you do it, but as I said before, the first one is always the hardest.
Take what I say how ever you want, I really hope his works out as already you have explained a good game play.
Your brown blobs, have a think about this. A blob is surrounded by a number of territs.
Red blob has 5 territs surrounding it. Red bonus regions give + 5, have the blob at 10 neutrals to give the +8.
Then change the number of territs surrounding the other blobs.
Green - 3
Yellow - 4
Purple - 6
koontz.
koontz1973 wrote:
To make it clearer, lets use Oasis as the example.
Oasis of Liberity is one of your brown blobs. It has 6 territs that surround it. So hold those 6 and get a bonus of 5. Hold the OofL as well to double the bonus.
But if you hold those same six territs and Oasis of Power you lose all of your bonus.
You can get the bonus back if you capture OofL.
The three Grand Oasis are your winning condition.
koontz1973 wrote:You cannot have a territ that makes your opponent lose troops. Thats the bad news.
But you can have the blobs away from the bonus region. Thats the good news.
With the blobs away, you can make the bonus regions any size, with any amount of borders you like.
Another way of doing it would be like my rorkes drift map. No bonus till the chieftain is taken. Then you can have say 10 red regions with a bonus given as long as you hold any 5.
koontz1973 wrote:The supermax multiplier can be done easily, if I get you correctly, you want more than one [gang leader] so you can get a bonus and then a super bonus. That can be done for any level or amount and is a good idea.
Negative bonuses can be done lots of ways. Hold a territ gain a bonus - hold another territ and lose that bonus or more. This has been done on another map already.
You can also have a bonus for a territ while it also decays. Forcing players to either use that bonus to keep the leader or attack. That would also solve the problem of stacking.
Put it this way, if it has been done on a map before, you can do it again. If not, it cannot be done.
ljex wrote:what map are you referring to for the negative bonus?
DiM wrote:ljex wrote:what map are you referring to for the negative bonus?
steamworks has negative bonuses
koontz1973 wrote:Off the top of my head last night, could not think of one that had a negative bonus. But you have plenty to plan with now. Hows another image coming?
koontz1973 wrote:Some nice features there to play with. Just remember, all features will need to be explained some way in the legend.
Lets see your scan as well please.
Return to Melting Pot: Map Ideas
Users browsing this forum: No registered users