Quad Cities Map [Quenched]

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pamoa
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Re: Quad Cities Map

Post by pamoa »

well we are not in the graphic workshop
so what [player]ironsij0287[/player] was asked was to prove is map can fit in CC standards
maybe we can give him green light to go next step
but it's true this map lack a graphic theme right now
something about the region which can give the feeling of the place
think about it
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

pamoa wrote:well we are not in the graphic workshop
so what [player]ironsij0287[/player] was asked was to prove is map can fit in CC standards
maybe we can give him green light to go next step
but it's true this map lack a graphic theme right now
something about the region which can give the feeling of the place
think about it



Can do.
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Ugh. I tried a couple different things but all it did was muddy up the map. I understand it is rather bland with the overall theme but right now I'm having a difficult time coming up with anything. The territories really maxed out my space.
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AndyDufresne
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Re: Quad Cities Map

Post by AndyDufresne »

I've been through this area quite a bit. Thumbs up for making it a map---I've never thought of doing so, and I think it could be a fun map. I'll stop by again with some actual thoughts on map later.


--Andy
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TaCktiX
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Re: Quad Cities Map

Post by TaCktiX »

Perhaps try adding some theme to the territories themselves? I personally am not a fan of the "just add a graphic that's thematic of the area!" school of theme creation. Instead, I put the theme in the map itself. With exception to the title, R&C has zero theme pieces that aren't integral to the map itself.
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pamoa
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Re: Quad Cities Map

Post by pamoa »

no need to be decorative
you have to think about the reasons and choose this region
it what historical context it is
or what is the most striking event of the region
then a theme will come
you can translate in graphic feature
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Image

OK. I know it's not much but I did try to tie things together a little more with the title. The suspension bridge above "QUAD CITIES" represents the I-74 bridge spanning the Mississippi River between Moline and Bettendorf as seen in the photo below.

Image

Then I listed the four cities that make up the "Quad" in Quad Cities. Davenport, Bettendorf, Rock Island, and Moline. The text color for each city corresponds to it's color on the game map.

Bonus trivia: While those four cities are considered the Quad Cities today, the original Quad Cities were Davenport, Rock Island, Moline, and East Moline. Since then Bettendorf has grown considerably, surpassing East Moline in size and now is counted instead.
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Orwell
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Re: Quad Cities Map

Post by Orwell »

This is an awesome map! My mom lives in Milan so I look forward to defending her village home on the bluff! Cheers!
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AndyDufresne
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Re: Quad Cities Map

Post by AndyDufresne »

I think the Mississippi River itself can be a theme for this map---it has a lot of character. And the whole urban juxtaposition should work to that idea. The toughest element might be trying to give life to the boxes that make up the gameboard.


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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

So where does this map stand right now? What needs to be done to move it on to the next step? I'm not being antsy, I'm just curious about the process is all.
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natty dread
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Re: Quad Cities Map

Post by natty dread »

Have you posted a design brief?
Image
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Yes I believe I did.
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Industrial Helix
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Re: Quad Cities Map

Post by Industrial Helix »

I don't see any reason for this map to stay here any longer. It seems the draft meets all the standard criteria.
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Victor Sullivan
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Re: Quad Cities Map

Post by Victor Sullivan »

Congrats on your non-existent draft stamp!!! =D>
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Victor Sullivan wrote:Congrats on your non-existent draft stamp!!! =D>


Why thank you. :D

(Gives self non-existent pat on the back.)
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

I guess the gameplay is pretty standard and straightforward for this map really. The only exception is that I was going to have Arsenal Island always start as a neutral and then whoever eventually controls it would get a bonus +1 deployment there.

How do the troop bonuses look? I used one of the spreadsheets created to help generate the numbers for them.

Any other thoughts suggestions on the gameplay are much appreciated.
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Victor Sullivan
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Re: Quad Cities Map

Post by Victor Sullivan »

Troop bonuses are my thang, girl! (or so I like to think :))

Bonuses look fine except:
Northern Towns: +2
Moline: +6
South Davernport: +4
North Davernport: +4

-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Victor Sullivan wrote:Troop bonuses are my thang, girl! (or so I like to think :))

Bonuses look fine except:
Northern Towns: +2
Moline: +6
South Davernport: +4
North Davernport: +4

-Sully


Anyone else have input on bonuses? I originally had Northern Towns worth +2 but someone suggested I drop it to 1. Helix maybe?
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Victor Sullivan
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Re: Quad Cities Map

Post by Victor Sullivan »

I think it was because whoever takes North Davenport could sweep it up fairly easily, but with its decrease it will have the same net bonus.
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

The map with Sullivan's recommended bonus revisions.

Image
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Victor Sullivan
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Re: Quad Cities Map

Post by Victor Sullivan »

ironsij0287 wrote:The map with Sullivan's recommended bonus revisions.

Image


\:D/ Looks great!

EDIT: Quoted irons so the image could be at the top of this page.
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
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Evil DIMwit
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Re: Quad Cities Map

Post by Evil DIMwit »

Please keep the latest version of the map on the first page of the topic, along with any gameplay information like territory counts, neutral values, and so on.
ImageImage
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

Evil DIMwit wrote:Please keep the latest version of the map on the first page of the topic, along with any gameplay information like territory counts, neutral values, and so on.


No problem.
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ironsij0287
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Re: Quad Cities Map

Post by ironsij0287 »

So, anything else? I'm good as it stands right now as far as gameplay unless someone has any more input.
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Evil DIMwit
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Re: Quad Cities Map

Post by Evil DIMwit »

Actually, I think this is pretty good. Rock Island might be a little bit overpowered, but on a map this big that might not be relevant. 70 is a good number of territories, and I don't see any other major problem points. If no one else raises an issue, I'll promote this.
ImageImage
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