Moderator: Cartographers
They are just there till I move them. Sort of my item locker. The only rooms that are done are the ones in the lower right.unriggable wrote:Great hall - weapons are too neatly organized.
yamahafazer wrote:Ok here's my thinking...
I was getting myself VERY confused so I made myself a little rule.... All mane rooms that have a large number of doors should be able to get to the continents next to them through no more than one other room. For example "Practice Range" can get into the "Halls" continent though "oracle", only one stepping stone in between. But the "West" and "East" "Corridor"'s do not let this happen. If you want to get from "East Corridor" to "Might" the fastest root is: From "East Corridor" to "Vestibule" to "South Corridor" to "Forge". The same thing is the so when you look at "West Corridor" going to "Faith". The fastest root is: "West Corridor" to "Vestibule" (again) to "Great Hall" and then to "Chapel" or "Altar". I personally think that this might need to be changed.
As for bonuses. I think you should do something like what has been done with the "USApocalypse" map. Have things like bests and other stuff that gives you a "-1" army every turn.... and other good stuff like treasure that gives you "+1" or "+2" (varying on how large the room is and how meny enterances it has) army’s per turn.
Anyway... that’s what I think. What does everyone else think???
I appreciate the comments and I have seen what you said. The issue here is that a map like this has never been done. It was suggested that a playtest take place to test teh map. When I do that, I will look at your suggestions and see how they affect gameplay.yamahafazer wrote:yamahafazer wrote:Ok here's my thinking...
I was getting myself VERY confused so I made myself a little rule.... All mane rooms that have a large number of doors should be able to get to the continents next to them through no more than one other room. For example "Practice Range" can get into the "Halls" continent though "oracle", only one stepping stone in between. But the "West" and "East" "Corridor"'s do not let this happen. If you want to get from "East Corridor" to "Might" the fastest root is: From "East Corridor" to "Vestibule" to "South Corridor" to "Forge". The same thing is the so when you look at "West Corridor" going to "Faith". The fastest root is: "West Corridor" to "Vestibule" (again) to "Great Hall" and then to "Chapel" or "Altar". I personally think that this might need to be changed.
As for bonuses. I think you should do something like what has been done with the "USApocalypse" map. Have things like bests and other stuff that gives you a "-1" army every turn.... and other good stuff like treasure that gives you "+1" or "+2" (varying on how large the room is and how meny enterances it has) army’s per turn.
Anyway... that’s what I think. What does everyone else think???
I just copyed this as I saw you asking about the arrows again... and to save me having to type it all again
The hall is locked so you can't get in.mibi wrote:this is looking great, can't wait to see the updates.
as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
WidowMakers wrote:The hall is locked so you can't get in.mibi wrote:this is looking great, can't wait to see the updates.
as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
WM
you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.Gnome wrote:WidowMakers wrote:The hall is locked so you can't get in.mibi wrote:this is looking great, can't wait to see the updates.
as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
WM
but than the arrow that comes in from vault should be the other way round?
WidowMakers wrote:you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.Gnome wrote:WidowMakers wrote:The hall is locked so you can't get in.mibi wrote:this is looking great, can't wait to see the updates.
as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
WM
but than the arrow that comes in from vault should be the other way round?
WM
benjikat wrote:WidowMakers wrote:you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.Gnome wrote:WidowMakers wrote:The hall is locked so you can't get in.mibi wrote:this is looking great, can't wait to see the updates.
as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
WM
but than the arrow that comes in from vault should be the other way round?
WM
What if they were all the other way (like Alcatraz) - that would be a Hall of Locked Doors... I haven't looked to see how that affects movement in the vicinity though...
AndyDufresne wrote:I don't think this map needs any bombardments...it's simple...but complicated. I've always liked Jota's initial idea...and WM's execution of it is superb.
Keep adding items to some of the rooms, but make sure you don't get to the point where there are too many...or your adding items simply for the sake of adding them.
--Andy
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