Moderator: Cartographers
Blitzaholic wrote:natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...
drop points can only bombard their clan territories that are NOT adjacent lands.
iancanton wrote:Blitzaholic wrote:natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...
drop points can only bombard their clan territories that are NOT adjacent lands.
i agree with natty's sentiments: i dislike the feudal-style bombardment too. making it so easy for players to stack on their drop points while doing nothing but bombard single neutrals within their clan's home zone encourages build games too much. the pinnacle is not yet attractive enough in multiplayer games to reduce this strategy significantly.
the thota player has a significant advantage because he can stack right next to his portal on thota 04, simultaneously guarding his drop point. no other player can do this. u must offset this imbalance somewhat, perhaps by letting thota have only 12 clan regions instead of 15.
ian.
iancanton wrote:an excellent concept. there has so far been massive interest in this map. ian.
Dako wrote:Font look is bad - hard to read text.
Also, hard to read clan names on the map - somewhere font is too small.
Also, try to add some antialiasing (more) to the font and maybe change the font itself.
cairswk wrote:Your main map font is also hard to read first off.
natty_dread wrote:Well, to me it doesn't make much sense to let nml portals attack each other, as they're so close to each other anyway...Dako wrote:Some graphic points (my opinion).
this is gameplay workshop... please wait until the map gets moved up, we don't want the mapmakers to get distracted.
Bruceswar wrote:Can we have this as our clan logo?
Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.
I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.
how are you going?
greetz,
Leia
Blitzaholic wrote:Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.
I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.
how are you going?
greetz,
Leia
thx Natascha, well, we changed the bombardments component which I was not a fan of, but, did, since many thought that was better game play and adjusted Thota 04, so, we just waiting to get moved to graphics, if we get moved to graphics and pass, then we move into beta. That still is a long time away.
grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.
iancanton wrote:grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.
this is much better!
just so we are clear on what the bonuses mean: if i hold low drop point plus the other 14 low clan regions, aoc castle, 3 thota clan regions and a no-man's land portal, then my total deployment is the usual 6 for holding 20 regions, +10 bonus for 20 regions, +2 bonus for a no-man's land region, +3 autodeploy on low drop point and +3 autodeploy on aoc castle, making 18 standard troops plus 6 autodeploy, am i right?
can u show the number of neutrals on part of the map? it doesn't have to be every region; just enough so that we know what's on the pinnacle, each type of portal, each castle, each standard no-man's land region and each standard clan region.
ian.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.
Evil DIMwit wrote:I think, for each castle, you should make sure that on either side there is an equal number of territories bounding it. For example, at NEM, there are two territories on one side and one on the other, which means whoever's on the LOW side has a defensive advantage in that they don't need to divide their defensive forces.
Evil DIMwit wrote:jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.
True. You do have to make a small map, after all.
Does this mean that if they fit in the normal sized map with these super digis, that they would fit in the smaller version of the map too natty? hope so![]()
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