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nolefan5311 wrote:I honestly don't have many suggestions. For Vertex, is there a reason why there is no entry into Supernas from the outer land masses?
The bonus structure for both maps has me worried as well. It's almost a certainty that in any game type, especially 1v1, tbat multiple bonuses will be dropped, and these look like maps that will be played a lot in 1v1. For instance, the SE continent has 9 regions in it. There is 9 regions in that area, and if a player only needs 3 for the +1, there is a mathematical certainty that at least 1 player will drop a bonus there. I know you don't want to do the traditional continents, and programming too many neutrals is going to destroy the gameplay of the map. Even increasing it to a +1 for every 4 territories in a region won't solve the problem, at least not for a 9 region continent. Just a suggestion, but what about making 10 different 4 region continents, and make each one worth +1? That's the only thing I can think of right now, without programming a bunch of starting neutrals. You have any ideas?
And this might just be me since I am colorblind, but it is a little difficult to tell what area some regions belong to (Insula, Carlt, etc).
koontz1973 wrote:nolefan5311 wrote:I honestly don't have many suggestions. For Vertex, is there a reason why there is no entry into Supernas from the outer land masses?
No reason what so ever apart from when I drew the map, that is how it turned out. Would you like one?
koontz1973 wrote:The bonus structure for both maps has me worried as well. It's almost a certainty that in any game type, especially 1v1, tbat multiple bonuses will be dropped, and these look like maps that will be played a lot in 1v1. For instance, the SE continent has 9 regions in it. There is 9 regions in that area, and if a player only needs 3 for the +1, there is a mathematical certainty that at least 1 player will drop a bonus there. I know you don't want to do the traditional continents, and programming too many neutrals is going to destroy the gameplay of the map. Even increasing it to a +1 for every 4 territories in a region won't solve the problem, at least not for a 9 region continent. Just a suggestion, but what about making 10 different 4 region continents, and make each one worth +1? That's the only thing I can think of right now, without programming a bunch of starting neutrals. You have any ideas?
nole, my original idea was to not have any territory reinforcements (you know the normal +1 for every three you own) and only rely on bonuses for the extra troops. So on both maps, you need to drop 4 lots of 3 to get the extra 1 troop. This is not on the map as I need to keep the wording down to the barest amount. Please advise. This did lead to larger than normal bonus regions so players have the ability to expand and grow armies quicker than a normal game. So if I put in the words with the troops circle (bottom left for both maps), what would you say?
How about:
Troops
+1 for every 3 territories in a ? (I currently have region here).
No region bonus.
This I should be able to fit in.
koontz1973 wrote:And this might just be me since I am colorblind, but it is a little difficult to tell what area some regions belong to (Insula, Carlt, etc).
This I find strange as I used colour blind friendly colours and both maps look good in the gimp CB filter. Which areas are you finding easy to see and which hard. So I know what to touch and what not to.
Honestly, I think I would almost prefer just the standard territory bonus instead of the cumulative bonus per region, but I don't know how you feel about that. The only issue with the way it currently is is because of the drop. If you can program starting positions to keep people from dropping say, 6 regions in one of the 9 region continents (and stop the +2 bonus from being dropped), then the issue is solved. The bonus structure itself is very balanced, it's just the drop that has me worried.
I think it would add some importance to that land mass, and not make it so difficult to get into the center from that side of the map.
It's not really a big issue, but I will need to look more closely to list specific issues (other than the ones I mentioned in my previous post, which are the main ones).
nolefan5311 wrote:This still doesn't really solve the bonus dropping issue, which could be a problem. We'll have to see if ian and thenobodies are good with it as is.
AndyDufresne wrote:Are your bridges placeholders, or are you looking to use that sort of design? In either case, some curvature or rounding might be a nice touch, since I think that would fit with the map's scope of view.
--Andy
nolefan5311 wrote:AndyDufresne wrote:Are your bridges placeholders, or are you looking to use that sort of design? In either case, some curvature or rounding might be a nice touch, since I think that would fit with the map's scope of view.
--Andy
This is a great idea.
Also koontz, I'm checking about the change in bonus structure, should have something soon.
koontz1973 wrote:Yep, they are place holders, still trying to get the final ones drawn but seem to of hit a road block in that area. Nothing I do seems to fit any better than what I already have, and I hate those ones now.
Thanks nole. Hopefully you can get an agreement soon.
koontz1973 wrote:New game play for both maps.
Hold 4 connected regions in a territory to grab a +1 bonus. So by holding 5 connected you get +2.
iancanton wrote:koontz1973 wrote:New game play for both maps.
Hold 4 connected regions in a territory to grab a +1 bonus. So by holding 5 connected you get +2.
requiring 4 connected regions is a big improvement on needing only 3 regions. be aware that, by holding 5 connected regions, it's possible in austrum to gain +3 from this bonus, since there are 3 possible combinations of 4 in asser (not necessarily a problem).
by territory, do u mean bonus zone? if so, then there are only 11 territories, therefore the winning condition in vertex, hold arctous and 10 territories, is so difficult to achieve that virtually all games will finish by all opponents being killed.
in austrum, the winning condition is reasonable, once each player realises what the exploratorum are!
each map has regions called delos and aegina. is this deliberate?
ian.
nolefan5311 wrote:I think this latest update is probably good to go, so I'm putting a last call out there. If anybody has any remaining issues with the gameplay, now is the time to speak. Otherwise, this map will receive the GP stamp in 48 hours.
AndyDufresne wrote:Still looking good.
--Andy
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