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army of nobunaga wrote:Unless I am incorrectly reading this, landing a corner starting area is going to be a huge +
nebsmith wrote:If you up the neutrals on the dead warriors that will help keep the slave entrances apart for a while.
Putting up K3/T3 & K14/D14 would work too.
chapcrap wrote:So many components. Every time there is an update, my head gets blown.
koontz1973 wrote:With pegasus bordering the sirens, how about removing the wall at H3 and G14. Put a pegasus into those two territs so only one from the centre SP have easy access to it. Again, this adds a little disparity to the SP which is not always a bad thing.
koontz1973 wrote:Medusa gaze turns all to stone = killer neutral. Tried to keep the wording within the realms of the world. Any ideas?
koontz1973 wrote:A8 + N9 traps, move them to? or just remove them.
koontz1973 wrote:I like region bonuses as it will not kill of a player when he is hit by hades. But if it is not wanted, out it will come.
Hmm. I don't know if that really solves the problem I was envisioning, as adding another bonus to the center of the map only increases the possible bonuses for the center start positions. As is, I think the corner start positions are at a disadvantage, both bonus wise and the positioning of some of the trap doors (more on that below).
Hmm. I think you sort of need to be explicit in that it's a killer neutral. Or perhaps you don't make it a killer neutral. As is, having to kill 4 men to receive a +2 bonus and then it being a killer neutral, I don't know if anyone would bother taking it as they could only collect once then would be forced to take out 4 more neutrals.
I was thinking more about moving the Pi IV and Pi XIII and A IV and A XIII more to the center of the map. Perhaps move them to Epsilon V and XII and J V and XII so that each player has to cross at least one of them to get to Hades. The positioning of most of them has me confused, and I'm not sure how integral you want them to be in the gameplay.
army of nobunaga wrote:you are going to think I am crazy, but I would make this a 10 person map by adding a start at the top and at the bottom.
This map could support 10 players and if the update ever came you would have the first 10 person map. I think adding the top and bottom starting position would add a lot of depth too.
Other than that crazy idea, I really like where this is going atm. You are really making a lot of innovating maps.
chapcrap wrote:army of nobunaga wrote:you are going to think I am crazy, but I would make this a 10 person map by adding a start at the top and at the bottom.
This map could support 10 players and if the update ever came you would have the first 10 person map. I think adding the top and bottom starting position would add a lot of depth too.
Other than that crazy idea, I really like where this is going atm. You are really making a lot of innovating maps.
Have you seen Clandemonium?
koontz1973 wrote:Already been suggested to have this as a 12 person map, and you are right, reworking this one is an option but not one I want. But I have started working out level two which has 12 starting positions on it.
army of nobunaga wrote:koontz1973 wrote:Already been suggested to have this as a 12 person map, and you are right, reworking this one is an option but not one I want. But I have started working out level two which has 12 starting positions on it.
nice man, and I figured as much.
The thing about a 12 man map with 12 starting positions is that I think it would be COOL to play with 5 -7 men, because there is so much more depth in figuring out if you want to go after more bonus or not in empty starting areas.
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