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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Sat Feb 21, 2009 5:09 pm
by LED ZEPPELINER
rjz115dude wrote:my only suggestion is i can't really see the boats

i have been debating the boats in my head, and discussing them with 44, i am wondering if i should get new ones, keep these ones (in which case i would make them more opaque maybe diff color), or go back to the old black ones

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Mon Feb 23, 2009 4:33 pm
by Barry Zuckerkorn
Rename Moby Dick to The Pequad -- Moby Dick was a whale, the Pequad was the ship...

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Mon Feb 23, 2009 5:44 pm
by LED ZEPPELINER
Barry Zuckerkorn wrote:Rename Moby Dick to The Pequad -- Moby Dick was a whale, the Pequad was the ship...

i named that after the song by led zeppelin...Moby Dick, but i will change it

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Tue Feb 24, 2009 8:30 pm
by LED ZEPPELINER
any gameplay comments?

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 1:01 pm
by bryguy
Wow, this has come along way since I looked at it last, good job =D>

Gameplay:

1) Which territories are going to be neutral? Just wondering, as that would make commenting on gameplay easier ;)
2) I think that the territories on Grendelia are to low. Maybe increase them a bit? Territories that are connected to other ships/boats maybe have as neutral 3 or 4? then have the territories getting closer to the X higher and higher? (like the horn as 4, outskirts as 5, dad man's eck as 6, and the x as 10?
3) The current positioning of attack lines may make it easier for some people to get to dead man's neck (and thus the X), while making it harder for others. You may want to make sure everybody gets an equal chance.
4) What is the purpose of Treasure Cove? You can't get to New Cove from it, and its basically just a dead territory that has no purpose. Maybe try and figure out something that make people want to take it? Maybe something like +2 autodeploy on Treasure Cove? Maybe something similar for south grendelia, new cove, grand peninsula, far east, eastern peninsula, etc?
5) Since you have to go farther to take the Pirate Armada, and there are a total of 3 territories that can attack the armada, maybe up the bonus to 4? (1 to defend each of those 3 spots that can be attacked, and 1 extra?)
6) The entrance to X is easy to miss. Maybe remove 1 or 2 of the smaller along the entrance? that might make it easier to see.
7) There is a line (more like a slanted dash) that is next to Middle World, that makes it seem that you can go from Middle World to Far East (or might for some people). Unless this is supposed to be there, you may want to remove it

Graphix:

1) While the boats look much better than before, they still seem to detract some from the graphix of the map. Hope you understand what I mean :)
2) What is the bonus for Shreinfeld? is it 4 or 9? may want to make that clearer
3) The title doesn't blend as well as the rest of the map, maybe lower the opacity a tad bit?
4) The white glow around the font on the bottom is fine, but what would it look like with a glow that is closer to that of the color of the background? Just wondering :)
5) The brown of the Stardelfan +3 bonus should probably be lowered in opacity slightly, to blend in better
6) Love the rhyme of the legend! Some of the letters in it tho are harder to read. Not that importatnt to fix, just stating something :)


This is looking 100% better than when I last saw it, good job :) =D>

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 2:32 pm
by LED ZEPPELINER
bryguy wrote:Wow, this has come along way since I looked at it last, good job =D>

Gameplay:

1) Which territories are going to be neutral? Just wondering, as that would make commenting on gameplay easier ;) I posted the map with the starting neutrals ubove ^^^^
2) I think that the territories on Grendelia are to low. Maybe increase them a bit? Territories that are connected to other ships/boats maybe have as neutral 3 or 4? then have the territories getting closer to the X higher and higher? (like the horn as 4, outskirts as 5, dad man's eck as 6, and the x as 10? I would do this, but the problem is that that way you would have to go through over 20 troops to get to X
3) The current positioning of attack lines may make it easier for some people to get to dead man's neck (and thus the X), while making it harder for others. You may want to make sure everybody gets an equal chance. There are 4 territories between eacha attack line to Grendelia and the X
4) What is the purpose of Treasure Cove? You can't get to New Cove from it, and its basically just a dead territory that has no purpose. Maybe try and figure out something that make people want to take it? Maybe something like +2 autodeploy on Treasure Cove? Maybe something similar for south grendelia, new cove, grand peninsula, far east, eastern peninsula, etc? Treasure cove was originally there because that was where one of the attack routes lead to but i had to get rid of the attack route so it wouldn't be harder for this person and easier for another
5) Since you have to go farther to take the Pirate Armada, and there are a total of 3 territories that can attack the armada, maybe up the bonus to 4? (1 to defend each of those 3 spots that can be attacked, and 1 extra?) I will do that
6) The entrance to X is easy to miss. Maybe remove 1 or 2 of the smaller along the entrance? that might make it easier to see. are you talking about the moutains, and i will get rid of some
7) There is a line (more like a slanted dash) that is next to Middle World, that makes it seem that you can go from Middle World to Far East (or might for some people). Unless this is supposed to be there, you may want to remove it I will get rid of that, that came on the background image

Graphix:

1) While the boats look much better than before, they still seem to detract some from the graphix of the map. Hope you understand what I mean :) I have hadd an ongoing problem with them...
2) What is the bonus for Shreinfeld? is it 4 or 9? may want to make that clearer It is 4, i'll try to make that clearer
3) The title doesn't blend as well as the rest of the map, maybe lower the opacity a tad bit? Everything else is at 75%, so i'll change it to that
4) The white glow around the font on the bottom is fine, but what would it look like with a glow that is closer to that of the color of the background? Just wondering :) I will change that
5) The brown of the Stardelfan +3 bonus should probably be lowered in opacity slightly, to blend in better I will try this, but if i lower it to much it will blend in completely
6) Love the rhyme of the legend! Some of the letters in it tho are harder to read. Not that importatnt to fix, just stating something :) Thank you, i will try to make it easier, (not sure if i can without makeing it look wierd)


This is looking 100% better than when I last saw it, good job :) =D>

Thank you

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 3:52 pm
by LED ZEPPELINER
i took the army circles out from under the numbas and i think it looks fine, are there any objections thoug

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 3:53 pm
by sailorseal
The ships annoy me make them clearly on top of the map not behind some sort of fog or eliminate them Also add one.

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 3:57 pm
by the.killing.44
How bout some rolls like on parchment scrolls?

I'll comment on GP later.

.44

EDIT: oh, and can u please make the title "[Adv]Treasure Map v19 pgs.1&19 - gameplay disucussion"? your capitals are really annoying.

Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Posted: Wed Feb 25, 2009 5:24 pm
by LED ZEPPELINER
the.killing.44 wrote:How bout some rolls like on parchment scrolls?

I'll comment on GP later.

.44

EDIT: oh, and can u please make the title "[Adv]Treasure Map v19 pgs.1&19 - gameplay disucussion"? your capitals are really annoying.

changed name, and do you want to see the thing on a scroll.?

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Wed Feb 25, 2009 5:49 pm
by LED ZEPPELINER
by adding a scroll, i would loose a lot of the grunge i have going right now
should i or not

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Wed Feb 25, 2009 10:50 pm
by aequitas08
First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...

-aequitas08

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Wed Feb 25, 2009 11:12 pm
by the.killing.44
aequitas08 wrote:First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...

-aequitas08

very good idea, i support this. but i say only the ships close to shore.

.44

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Thu Feb 26, 2009 7:47 am
by LED ZEPPELINER
the.killing.44 wrote:
aequitas08 wrote:First off great map! personally i enjoy the grunge look.
Anyway i thought maybe the ships could "bombard" port cities (territories connected to Grendelia) i mean that's what pirate ships do yes pillage ports... in addition to hunting treasure of course.
arrrrrr...

-aequitas08

very good idea, i support this. but i say only the ships close to shore.

.44

This sounds good with me, the only concern i have is that i may be hard to fit it into my rhyme

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Thu Feb 26, 2009 8:02 am
by the.killing.44
Load up yer naval guns,
and ye on Grendelia coast beware.
Fer' those ships within range
will bomb the shit outta ye.

Just kiddin' on the last line. I'll think of something.

.44

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Thu Feb 26, 2009 8:13 am
by rustlemania
Jake - watch your language...

Zep:
With so few terts not starting as neutral, I'm wondering if it'll ever be worth it to actually go for the objective. I don't think I would, especially with certain settings. It's not a big map to begin with, throwing in all of those neutrals seems like a bit too much to me.

The boats still look like they are images placed on top of the map (i know that's what they are, but they shouldn't look like it).
I know it's difficult, and probably a pain, but I think the only way you'll get them to look right is by drawing them. No matter what image from the internet you use, and no matter how much you fade them, they may still look like they are sitting on top of the map - and they really shouldn't, they should be a part of the map.

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Thu Feb 26, 2009 10:02 pm
by LED ZEPPELINER
rustlemania wrote:Jake - watch your language...

Zep:
With so few terts not starting as neutral, I'm wondering if it'll ever be worth it to actually go for the objective. I don't think I would, especially with certain settings. It's not a big map to begin with, throwing in all of those neutrals seems like a bit too much to me.

The boats still look like they are images placed on top of the map (i know that's what they are, but they shouldn't look like it).
I know it's difficult, and probably a pain, but I think the only way you'll get them to look right is by drawing them. No matter what image from the internet you use, and no matter how much you fade them, they may still look like they are sitting on top of the map - and they really shouldn't, they should be a part of the map.

there are at the moment 31 territs not starting neutral all divided by the players, as for the boats, i will continue experimenting with them

Re: [Adv] Treasure Map v19 pgs.1&19 [GP DISCUSSION]

Posted: Sun Mar 01, 2009 4:30 pm
by LED ZEPPELINER
I was thinking of getting rid of the one way assault from Creeker to Black Dog, that way the boats would have only 2 borders, and creeker is already attacking Grendelia. If nobody objects then i will get rid of it

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Mon Mar 02, 2009 8:46 pm
by LED ZEPPELINER
Treasure Map v19
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: x starts with 10 neutral units, other territories on Grendelia start with 7 neutral units, and are killing neutrals
Objective: hold X for two turns to win

v20
Image
[spoiler=changes]1. change shape of land masses
2. redid borders with 1px brush
3. changed boats back to first[/spoiler]
DRAFT?

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Mon Mar 02, 2009 8:48 pm
by sailorseal
Make the boats look good, the first ones were changed for good reason

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Mon Mar 02, 2009 9:45 pm
by LED ZEPPELINER
sailorseal wrote:Make the boats look good, the first ones were changed for good reason

i know, but i just put these ones back as a place holder instead of the others, because i think that they look better

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Tue Mar 03, 2009 5:47 pm
by The Neon Peon
LED ZEPPELINER wrote:
sailorseal wrote:Make the boats look good, the first ones were changed for good reason

i know, but i just put these ones back as a place holder instead of the others, because i think that they look better

Then come up with some boats. You will need to do it some time.

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Tue Mar 03, 2009 6:17 pm
by LED ZEPPELINER
i know, im gonna try some stuff out, maybe draw by hand, scan then edid with photoshop

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Wed Mar 04, 2009 3:39 pm
by sailorseal
Well LZ I remember when we all started our own maps after kill did and it brings a tear of joy to my eye seeing them all go somewhere ;)

So with that said.
Now you can either go two ways with this graphically,
1. Make it look like a real mass on the page
or
2. Make it look drawn on paper like a Treasure Map
I recommend the second option very strongly. Put back the wrinkle texture to a much lighter degree. Also fade all of the colors in your territs. I like your assault routes but I HATE the boats. I say abandon the attempts to make clear drawn boats fit in this map. Make drawn boats, well drawn boats that are clearly boats but still drawn boats all the same. Increase the amount on the neutrals so people can't just build up for 3 turns and win. Also make the neutrals on the X island killer so that a player has to go for it all in one turn.

Great map! Can't wait to see them all in the main foundry :D

Re: [Adv] Treasure Map v20 pgs.1&20 [GP DISCUSSION]

Posted: Wed Mar 04, 2009 3:40 pm
by MrBenn
The graphics are fine at this stage - and are dramatically improved from earlier drafts. The thing that concerns me the most is the gameplay...

Once all the neutrals are taken into consideration, I think I counted 31 starting territories; this is a very low amount for a map that will require you to build an an army big enough to battle through 15 neutrals to get the objective. I really don;t see that anybody's going to go for the objective until they have an army of at least 30, at which time everybody else is going to have around 30 armies too?

With the neutral armies on the ships, you are guaranteeing that some people will start isolated from everybody else, and will ensure that the drop isn't fair... You've worked on balancing the attack routes to the objective, but made the start unbalanced as a result.

I'm also going to query the effectiveness of the killer neutrals - they'll only take effect if somebody fails to get the objective... otherwise your opponents will capture them and leave a trail of 1s.

In short, the map looks good for this stage of development, but I think the gameplay is seriously flawed as it stands.