The key is just some crazy ideas to make the game a non-build game.
This is my first draft, and was wondering if anyone likes it, ...or not.
Please feel free to give any opinions or suggestions.
Click the link under my sig.
Moderator: Cartographers
It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.Jeff Hardy wrote:looks complicated but quite cool, should be fun
i dont get the green light thing though
porkenbeans wrote:It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.Jeff Hardy wrote:looks complicated but quite cool, should be fun
i dont get the green light thing though
No, the idea was to only have it on a certain % of your turns. Just a simple random generated thing.Jeff Hardy wrote:porkenbeans wrote:It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.Jeff Hardy wrote:looks complicated but quite cool, should be fun
i dont get the green light thing though
would it be on 10% of every round and you have to get the timing right or would it be on 10% of all rounds and it doesnt change within rounds?
The idea was to only have it on a certain % of your turns. Just a simple random generated thing.
Thank you Nzen,Nzen wrote:Make no mistake, I very much respect your artistry. This image is exemplar. The land looks as realistic as plastic topography models that science teachers have. The colored flags make territories unambiguous without having to color the soil. The combination is inspired and strongly crafted. But I have strong doubts otherwise.
The lighthouse is annoying rather than endearing. When I play a map, I study it for three or so minutes. That means it will break my concentration eighteen times. I dread it every time.The idea was to only have it on a certain % of your turns. Just a simple random generated thing.
This percent idea is unclear. Is the graphic different half the time? Is the drop different, or does this refer to a negative autodeploy on that spot? More explanation would help correlate this to encouraging initiative.
The first thought I had in looking at this map concerned the strong resemblance to a golf course. I have no idea how the territories connect besides those they are next to. Duh? Not quite: if that is the case, the majority of territories are dead ends and sparsely connected. That encourages building because a region is so easily defensible (6 Australias).
I did note the [cannons?] but have no indication of how they work. Since they point out to sea the area of fire is unclear. Do you mean that they can fire onto the other side of the map, on each other? Are they ports, so the regions at least connect on more than one territory?
The number of territory varies widely in each region (1 2 3 5 7. The larger ought to be well connected to other regions and far from one another. Asia, in Classic, connects on six territories to four continents. Purple seems only next to red and with only two territories close by. Holding the region might be an inevitable kingmaker.
Finally, the alphabet as a naming convention does help. Finding a particular territory is easier than on maps of unfamiliar areas.
I repeat as I began: the map is skillfully rendered. However, its gameplay needs definition.
All I have to do is make 2 different gifs'. One with the light green, and 1 with it red.the.killing.44 wrote:It's not that we don't want the same old gameplay, but that with the current XML it's just impossible. Impossible for an extra die. Impossible for the light to change at random @ the turn. I don't think the former will be possible any time soon. And the second will always be impossible, as you'd have to make the GIF so it changes exactly timed when someone begins turn, which is more than one person and impossible to tell.
.44
Return to Melting Pot: Map Ideas
Users browsing this forum: No registered users