Well, the colours are more visible, but I believe green and yellow should be a bit darker, to be even more visible.
Icon in poison storage? And in Oracle, or practice range?
Good add a note making clear that icons are nothing a useful feature. It is required, if you want mantain the icons. Nothing is obvious, some people will still ask it, even with it written in the legend, you will see.
Surely, no need to put art alike rooms, and the legend is much worse in my opinion (I dislike the 2 columns). Its also not legible, in fact (and I use 800x600 resolution). I believe you should do a bigger map, its small even to the small version.
About use a bigger arrow to the routes, I cant see any place where you cant use the 3 little. No need to use more, as in vestibule. Simply use an arrow in a size of 3 small arrows.
AndyDufresne wrote:And perhaps with the two rooms, you can get rid of them if you make those images a background in the portal or the other dialogue box.
I really like the two rooms, personally -- let's see if removing the acknowledgements opens things up enough.
Pssst, what IS the icon in the poison storage room?
Marvaddin wrote:Icon in poison storage? And in Oracle, or practice range?
The first is meant to be a sprig of a poisonous plant (with leaves and berries). The icon for the Oracle is an astrological symbol, and the one in the Practice Range is a magic wand. If these three aren't working for people, I'll see what I can do about them.
[url=http://grunk.org/risk/maze8-large.jpg] (Click for larger version.)[/url]
Revised the icons there were issues with. Revised the legend and related areas to make some more empty space, so stuff shouldn't feel as cramped. Adjusted the yellow and green as requested. Added some sample army counts. Looks like circles (or "army shadows", and Andy likes to call them) shouldn't be necessary, although I will probably have to nudge a few things to make everything fit right.
(Y'know what's scary? Fitting everything into my next map is going to be even harder... I weep already.)
Sorry Jota, the two rooms on the bottom right really have to go, even if they're the nicest ones to look at. Or at least the magical portals connecting them to the map have to go. People are easily confused.
OK, a quick poll: Are CC players really so dumb that they won't realize that a room which A) is completely unreachable from any country, B) isn't identified with any name, and C) doesn't have any armies on it isn't something they need to worry about? And moreover, if they are that dumb, do I really need to coddle them and encourage this?
I'm not sure they are dumb, I personally just don't really like those two rooms connecting. They're decroative, but it feels like that space is cramped enough for my eyes.
maybe you could find a pic of a malevolent looking mage, sitting in his baddy throne, looking into his all seeing mystical bowl of magicality at the hapless adventurers, from a disconnected evil-looking room in the nasty bottom-right-hand corner?
just a thought
Jota wrote:OK, a quick poll: Are CC players really so dumb that they won't realize that a room which A) is completely unreachable from any country, B) isn't identified with any name, and C) doesn't have any armies on it isn't something they need to worry about? And moreover, if they are that dumb, do I really need to coddle them and encourage this?
YES, they are, and yes you do.
People will come up with all sorts of crazy explanations of what they're doing there, and how to get in. Getting rid of the connecting lines should do the job.
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
1) The two rooms at the bottom right are a little unusual and may throw people, but I think they're cool. Perhaps the simplest solution is to disconnect them from the rest of the map, while leaving the two of them connected - possibly in a loop?
2) Although I understand that people are stupid, I really, really don't like the note about the icons in the legend. I'm having a hard time believing that people will seriously try to conquer a room because it has a picture of a mace in it or something. This is a Risk variant, not some kind of RPG. But, I'll be the first to admit that I haven't been around here very long, so y'all probably know better than I what amount of coddling people need.
I'm looking forward to seeing the finished product!
fluffybunnykins wrote:maybe you could find a pic of a malevolent looking mage, sitting in his baddy throne, looking into his all seeing mystical bowl of magicality at the hapless adventurers, from a disconnected evil-looking room in the nasty bottom-right-hand corner? just a thought
I think this is a really cool idea, if it's worth the hassle. If not, it's fine the way it is.
I tried looking around for some art like fluffy described, but couldn't find anything that I felt would really work right.
I think that, aside from the question of the icon note and possibly some minor tweaks, this map might be just about done. Anything important I'm missing?
I don't think the icons need explaining, I mean, they're in nearly every room, like. It's not as if you look at one particular room and think, 'ooh, look at the artifactory, I gotta get that room for the pointy-hat bonus...'
So I vote no explanation, if it causes confusion, chalk it up as natural selection
I think the note is unecessary. If they actually had significance, i think there would be some sort of indication in the legend. Because there is no explanation in the legend, any logical person would assume that they have no significance except being snazzy eye candy.
rocksolid wrote:Is it intentional that there's a room named 'Circle' now?
Inasmuch as "Summoning Circle" was too big to fit right, "Magic Circle" is redundant with the name of the continent, and I can't think of anything else that's better. Got any suggestions?
Transformer Regenerator Well (as in mana well) Cell Pyre
Really I'm just wildly groping for any terms I can remember from rpg days.
---A minor concern with 'Chapel'. Will 2 digit numbers fit there? It seems all the other small rooms you were able to have the numbers stay within the bounds, save 'Locked Doors', which will probably go over with 2 digit numbers.
---And a more major concern--have you attempted actual play on this map? I would suggest doing so. Perhaps I can look into that also.
--Andy
Last edited by AndyDufresne on Mon Jul 03, 2006 6:07 pm, edited 1 time in total.
Here's an image with two-digit numbers on the Chapel and HoLD:
It's a bit tight, but I think it looks OK. As for testing the map, unfortunately, none of my local friends are Risk-players. However, I'd welcome the feedback of anyone who can give it a try.
If I'm lucky, these are the final files I'll be submitting to lack:
Hm, so perhaps I may dabble in trying to physically play test this, though it will be grueling. I'd really like to see this pen and paper tested first (By Anyone, preferably with Documentation similar to CC's Gamelog, following CC's rules).
As for the maps themselves, few minor trouble spots:
Potion Brewery-->Component Closet = Hard to tell One-Way Border Library-->Astral Circle = Same Room of Illusions-->Dormitory = Same Ready Room-->North Barracks = Same
I think it would benefit everyone to either fudge the names a little more to make the border clearer which direction it is, or look into 'smaller' names.