All are neutral except for base camp where all players start from. You can only attack upwards, except at the midway points. First to the top is the winner.
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Juan_Bottom wrote:Seems sound, but why no sideways attacks(curious)? Also, what are the start points, could someone move to the outside and avoid confrontation till the top?
Also, without any territories, or obsticles or anything, there doesn't seem to be enough strategy involved.
max is gr8 wrote:Have a few places that are killers (avalanche spots). Have an 8 story high with 8 on the bottom then 7 then 6 etc. So 1 person misses out on a slot. And make it so that all places at the bottom can attack all other places 1 space above. Because at the moment it would be crap to be at the side because there's only one route up for them (excluding mid points)
seamusk wrote:Make it a mountain. An actual mountain. Good graphics and some somewhat offset gameplay and you've got a map. I know you said you plan to work on graphics so I think it can work. What I would do is make it less symnetrical when you go to real graphics. Some things need to be symnetrical (sports matches often require this), but in this case when you have a real graphic I think you might be able to idea climbing routes where more scalable sections are. And unclimbable sections. Then I'd be on board for sure.
seamusk wrote:Make it a mountain. An actual mountain.
Naptha wrote:max is gr8 wrote:Have a few places that are killers (avalanche spots). Have an 8 story high with 8 on the bottom then 7 then 6 etc. So 1 person misses out on a slot. And make it so that all places at the bottom can attack all other places 1 space above. Because at the moment it would be crap to be at the side because there's only one route up for them (excluding mid points)
Awful idea. The first person to make an upward attack and expend armies is instantly owned by everyone else.
ZeakCytho wrote:The whole problem with the gameplay on this map is that whomever attacks upwards first is screwed. You can sit in the base camp and collect your nice auto-deploy, or you can attack neutrals up the mountain and lose guys. If you attack up, other players can just plow through the path you made for an easier victory. There's no incentive to try to reach the top until you have enough guys to do it in one shot, at which point the game becomes entirely luck driven. I don't see a way around this problem.
ZeakCytho wrote:No one really responded to this problem...even having autodeploys at the halfway point, there's no incentive to go beyond wherever the last bonus is unless you can get to the top in one shot. Since everyone who plays will (or, should) be smart enough to know that, every game will progress in the exact same way, with the only real differences being due to dice luck. The graphics of this map are of little concern at the moment - let's solve this problem first, and then worry about whether it should be a ski mountain or a hiking mountain, etc., etc..
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