[Abandoned] - Treasure Map

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hohohohote
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by hohohohote »

LED ZEPPELINER wrote:
hohohohote wrote:i think the neutral player should always start with the X, cuz it would be too easy to win if a player started with it

um if you look at the bottom... "X(starts with 10)"

o sorry, somewhere i thought i saw you posted that if a player would get the X then he/she would get a bonus of 3
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

hohohohote wrote:
LED ZEPPELINER wrote:
hohohohote wrote:i think the neutral player should always start with the X, cuz it would be too easy to win if a player started with it

um if you look at the bottom... "X(starts with 10)"

o sorry, somewhere i thought i saw you posted that if a player would get the X then he/she would get a bonus of 3

that was way b4
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

JweezyIII wrote:I might work on the mountains.

how so...
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

[player]tlane[/player] has told me (and i agree) that the spaces in between the two words of a name, if on seperate lines, are too large. On my newer version, i have changed the names to prevent the need for two lines, I have adressed this problem, but i am still waiting for more feedback to proceede in finishing the next draft
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
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lostatlimbo
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by lostatlimbo »

I don't have much in the way of gameplay comments, but I have a really hard time reading the territory names in the upper right continent section. Have you tried other fonts? Or maybe lightening the background?
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

lostatlimbo wrote:I don't have much in the way of gameplay comments, but I have a really hard time reading the territory names in the upper right continent section. Have you tried other fonts? Or maybe lightening the background?

i have tried mutiple other fonts, but i will try again, if you would like me too (if you have trouble, then probably at least 10 others do and that is somthing i would not want)
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MrBenn
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by MrBenn »

A couple of random comments and observations from me, in no particular order...

1. The map is visually difficult to concentrate on - I think there is too much contrast in the background that takes my attention away from the playable area (ie The colour burn is too much)

2. Your objective 'hold X for two turns' isn't achievable - you will only need to hold it for one turn... this is the way the game engine is coded.

3. There is too much going on, with different styles all over the place - this could be in part due to the bad colour-scheme, but the ships don;t fit with the ink-drawn style of the rest of the map.

4. The borders aren;t clean and smooth... this is a particualr bugbear for many mapmaker. I almost perceive a quill-ink style here, but I'm not sure it works very well.

5. It's really hard to follow the development of the thread with the sheer volume of mindless chatter, and very few genuine feedback comments.

6. Gameplay-wise, I fully understand the objective, and the reasons for it; but you need to work hard to find a balance between the ability to win by achieving the objective and by eliminating your opponents.

7.Elements of the gameplay you have selected seem a bit arbitrary and gimmicky... the boats can bombard except the 'X'... I'm not too sure if there is any real reason for this... If anything, the X (objective) should be the bombardable territory? (I haven't put too much thought in to this, so don;t shift all the gameplay on the basis of this comment)

I haven;t really got my thinking-head on properly right now, so will leave any well-though out comments for another time.
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

MrBenn wrote:A couple of random comments and observations from me, in no particular order...

1. The map is visually difficult to concentrate on - I think there is too much contrast in the background that takes my attention away from the playable area (ie The colour burn is too much)

2. Your objective 'hold X for two turns' isn't achievable - you will only need to hold it for one turn... this is the way the game engine is coded.

3. There is too much going on, with different styles all over the place - this could be in part due to the bad colour-scheme, but the ships don;t fit with the ink-drawn style of the rest of the map.

4. The borders aren;t clean and smooth... this is a particualr bugbear for many mapmaker. I almost perceive a quill-ink style here, but I'm not sure it works very well.

5. It's really hard to follow the development of the thread with the sheer volume of mindless chatter, and very few genuine feedback comments.

6. Gameplay-wise, I fully understand the objective, and the reasons for it; but you need to work hard to find a balance between the ability to win by achieving the objective and by eliminating your opponents.

7.Elements of the gameplay you have selected seem a bit arbitrary and gimmicky... the boats can bombard except the 'X'... I'm not too sure if there is any real reason for this... If anything, the X (objective) should be the bombardable territory? (I haven't put too much thought in to this, so don;t shift all the gameplay on the basis of this comment)

I haven;t really got my thinking-head on properly right now, so will leave any well-though out comments for another time.

thank you mr benn, i have notided this all, and will start as i have time
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
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oaktown
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by oaktown »

Hey led, my first visit to this map. Apologies that I've not read the feedback and i may be repeating others - 14 pages of responses in less than two months suggests you're doing something right - folks want a pirate map! :D

It looks to me as of you've given a lot of time to the decorative elements of this map, and some of them look pretty kick-ass. The skull is sweet, and the effects on the ships are cool in a ghostly way. The paper is nicely faded - perhaps a bit too much at this stage because I'm still trying to work out the gameplay. But I have two concerns:

1. the focus seems to be on the decorative element and not on those elements that are key for gameplay. Cairnswk has a map moving through the Drafting Room with islands, ships, and pirates, and no one element of his map looks as cool as your skulls; however, his map will move into the main Foundry before this map because his focus is on those elements that make the map playable. Put some time into the attack routes, the mountains, and getting your text off of the borders (they are the same color and hard to read) and this map will make major strides.

2. the best elements that you have so far don't go together. The ships are very cool, but ships on a hand-drawn map should be line art. The compass rose looks too perfect and computer generated. The skull on the top right of the map looks like a pirate skull, while the one below it looks norse; the skull on the left belongs on the back of a biker's jacket. In order for this image to work visually it needs a unifying approach to the graphics.

To make this a proper Treasure Map it needs a backstory. Find a way to wrap the legend info and gameplay into a riddle... you know, "Make for the X and get there fast; hold the treasure and win - avast!"

Finally, your pirate ships need pirate names... what kind of pansy-ass pirate sails aboard The Mary? ;)
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

oaktown wrote:Hey led, my first visit to this map. Apologies that I've not read the feedback and i may be repeating others - 14 pages of responses in less than two months suggests you're doing something right - folks want a pirate map! :D

It looks to me as of you've given a lot of time to the decorative elements of this map, and some of them look pretty kick-ass. The skull is sweet, and the effects on the ships are cool in a ghostly way. The paper is nicely faded - perhaps a bit too much at this stage because I'm still trying to work out the gameplay. But I have two concerns:

1. the focus seems to be on the decorative element and not on those elements that are key for gameplay. Cairnswk has a map moving through the Drafting Room with islands, ships, and pirates, and no one element of his map looks as cool as your skulls; however, his map will move into the main Foundry before this map because his focus is on those elements that make the map playable. Put some time into the attack routes, the mountains, and getting your text off of the borders (they are the same color and hard to read) and this map will make major strides.

2. the best elements that you have so far don't go together. The ships are very cool, but ships on a hand-drawn map should be line art. The compass rose looks too perfect and computer generated. The skull on the top right of the map looks like a pirate skull, while the one below it looks norse; the skull on the left belongs on the back of a biker's jacket. In order for this image to work visually it needs a unifying approach to the graphics.

To make this a proper Treasure Map it needs a backstory. Find a way to wrap the legend info and gameplay into a riddle... you know, "Make for the X and get there fast; hold the treasure and win - avast!"

Finally, your pirate ships need pirate names... what kind of pansy-ass pirate sails aboard The Mary? ;)

thanks for the imput, i am working on it right now. i have cut down the burn effect on the background, and am going over the borders again. I will see if i can find better ships and skulls and i have changed the font on the bottom, which wont last long becuse it will soon turn into a riddle (hopefully :D ) thanks again
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

wait question:
do i need to write that X starts with 10 and the rest of the territs on grendelia are neutrals, because don't you think that people would notice that when they started playing?
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the.killing.44
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

No, only write that it is killer neu.

.44
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

the.killing.44 wrote:No, only write that it is killer neu.

.44

k, also that the non-bordering territs are -2 troops
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

Head towards X and hurry fast. Hold the treasure and 'ye win avast. Next to the treasure you may see, all of the men, once killed, turn back to 3. The territories on grendelia that do not border the X, will cost you 2 men each round like a hex.

this is what i have for my riddle so far. tell me what you think, or if you have any suggs
tlane
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by tlane »

cool so far
what is "a hex"
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

tlane wrote:cool so far
what is "a hex"

its a magic spell or a curse
Head towards X and hurry fast. Hold the treasure and 'ye win avast. Next to the treasure you may see, all of the men, once killed, turn back to 3. the territories on Grendelia not borderin' X, cost you 2 men a round, like a hex. The arrow lines are there for 'ye warnin', you can only go with them for the wind is a blowin'. the Mountains are tall and wide, the only way around is to pass by their side

this is the rest of what i have, if you see anything i should change, or anything im missing, let me know please
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
LED ZEPPELINER
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Re: Treasure Map v15.7 pgs.1&13 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

Treasure Map v14
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 49
Continents: 7
Special Features: Boats can bombard any territory on Grendelia except X. 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
v16 large map
Image
v16 small map
Image
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
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ZeakCytho
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by ZeakCytho »

So I finally found time to comment on this map.

Let's start with what's good. The parchment background looks good. It's possibly the only thing on this map I'd say doesn't need work.

Now the bad:
Your borders do not blend in with the background at all. If you want to go with a parchment background, the foreground needs to reflect that. Look up some period maps to see how they do borders.
Your font is just bad. It's hard to read and not particularly thematic. Find a better one.
Your mountains are awful. They're all identical to each other, overlap at many points, and quite frankly just look thrown on top.
The dashed lines do not look hand drawn, as they should if this were a pirate's treasure map. And if you're using dashed lines, do you really need dock images? The one way arrow also looks horribly out of place.
Your shadow ships at the bottom also seem out of place - what kind of a treasure map would include them done like that? Though I will say that the ships are the best drawn aspect of the map, if you did draw them.
The continents look oddly colored because the color does not extend to the border, and it's somewhat hard to match the continent to the bonus with just an outline of text.
Your legend text is hard to read, both literally and figuratively. The font needs work, but so does the content. The rhymes all seem very contrived, and some of it doesn't even make sense. The legend should be intuitive and easy to read.

I really don't understand what your motivation for making this map is. It doesn't stylistically come together like it should. If you want to make a treasure map, I suggest you look at both Age of Merchants and an old draft that Cairnswk made called Treasure Island.

My frank advice is either to give up on this idea or to start again from scratch. You'd probably be able to do a better job starting fresh, because there are just so many elements of this map that need fixing. Whatever path you take, I wish you the best of luck.
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apb23
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by apb23 »

Great map. I hope I'll be able to play on it some day.
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mibi
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by mibi »

apb23 wrote:Great map. I hope I'll be able to play on it some day.


I agree, almost quench time i'd say, nice work!
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the.killing.44
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

mibi wrote:
apb23 wrote:Great map. I hope I'll be able to play on it some day.


I agree, almost quench time i'd say, nice work!

lulz. I agree with Zeak, though ;) and I liked your old skulls better, but maybe some more opacity on them.

.44
LED ZEPPELINER
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

ZeakCytho wrote:So I finally found time to comment on this map.

Let's start with what's good. The parchment background looks good. It's possibly the only thing on this map I'd say doesn't need work.

Now the bad:
Your borders do not blend in with the background at all. If you want to go with a parchment background, the foreground needs to reflect that. Look up some period maps to see how they do borders.
Your font is just bad. It's hard to read and not particularly thematic. Find a better one.I will find a better one
Your mountains are awful. They're all identical to each other, overlap at many points, and quite frankly just look thrown on top.I have changed the mountians, they are better
The dashed lines do not look hand drawn, as they should if this were a pirate's treasure map. And if you're using dashed lines, do you really need dock images? The one way arrow also looks horribly out of place.I have redone the dashed lines and the one way arrow, and have gotten rid of the docks
Your shadow ships at the bottom also seem out of place - what kind of a treasure map would include them done like that? Though I will say that the ships are the best drawn aspect of the map, if you did draw them.I did not draw them, but what would you suggest for them
The continents look oddly colored because the color does not extend to the border, and it's somewhat hard to match the continent to the bonus with just an outline of text.If you were a pirate that had a big loot, and people were gonna come look for it, you would need to hurry, would you take your time, and make sure that you went all of the way to the end of the line, you just need the color so you can tell wich place is which
Your legend text is hard to read, both literally and figuratively. The font needs work, but so does the content. The rhymes all seem very contrived, and some of it doesn't even make sense. The legend should be intuitive and easy to read.I'll change the font, and try fixing up some of the lines

I really don't understand what your motivation for making this map is. It doesn't stylistically come together like it should. If you want to make a treasure map, I suggest you look at both Age of Merchants and an old draft that Cairnswk made called Treasure Island.

My frank advice is either to give up on this idea or to start again from scratch. You'd probably be able to do a better job starting fresh, because there are just so many elements of this map that need fixing. Whatever path you take, I wish you the best of luck.
LED ZEPPELINER
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

mibi wrote:
apb23 wrote:Great map. I hope I'll be able to play on it some day.


I agree, almost quench time i'd say, nice work!

thank you, that means a lot
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
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captainwalrus
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by captainwalrus »

The font needs to be more faded to look older. Right now it stands out weired.
~
~ CaptainWalrus
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the.killing.44
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Re: Treasure Map v16 pgs.1&15 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

LED ZEPPELINER wrote:
mibi wrote:
apb23 wrote:Great map. I hope I'll be able to play on it some day.


I agree, almost quench time i'd say, nice work!

thank you, that means a lot

Ermm, that was just mibi being mibi … not calling for quench

.44
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