I thought of that as I was typing, but I'm not sure if I want to adapt that gameplay from the other maps. If I do, I want the way to get them be a little more trickier, or have some different rules, you know?
I was thinking that since Michigan has a very industrial history as someone mentioned early on in this thread, maybe the bonuses and the like could be set up this way? The design of the map could have images of steel mills, foundries, etc., that signified "hot spots". It could even be set back when all of this stuff was in full force. Not a big history buff myself but it seems like you guys have enough state pride/interest in history that you could easily iron out the details. Just sending this up the flagpole to see if it flaps. .
Funkyterrance wrote:I was thinking that since Michigan has a very industrial history as someone mentioned early on in this thread, maybe the bonuses and the like could be set up this way? The design of the map could have images of steel mills, foundries, etc., that signified "hot spots". It could even be set back when all of this stuff was in full force. Not a big history buff myself but it seems like you guys have enough state pride/interest in history that you could easily iron out the details. Just sending this up the flagpole to see if it flaps. .
Funkyterrance
I'm torn between this theme and the other one. Do I go with a grungy industrial and dark look, or with a scenic theme that recognizes the timber, fisheries, and other local attractions? I'm not sure. Input on this? What would you guys prefer?
Funkyterrance wrote:I was thinking that since Michigan has a very industrial history as someone mentioned early on in this thread, maybe the bonuses and the like could be set up this way? The design of the map could have images of steel mills, foundries, etc., that signified "hot spots". It could even be set back when all of this stuff was in full force. Not a big history buff myself but it seems like you guys have enough state pride/interest in history that you could easily iron out the details. Just sending this up the flagpole to see if it flaps. .
Funkyterrance
I'm torn between this theme and the other one. Do I go with a grungy industrial and dark look, or with a scenic theme that recognizes the timber, fisheries, and other local attractions? I'm not sure. Input on this? What would you guys prefer?
-rd
I'm not against the industrial suggestion by any means, but I think Michigan has such good natural geography (all the water and trees) that that in it of itself could be the gimmick this map needs. To me, it seems Michigan was known for its industry longer ago (just like Cleveland, except, well, Cleveland sucks), so if you were wanting to make this a more modern map, you should focus on its natural attractions (think of those "Pure Michigan" ads, for those who've seen them).
Victor Sullivan wrote:I'm not against the industrial suggestion by any means, but I think Michigan has such good natural geography (all the water and trees) that that in it of itself could be the gimmick this map needs. To me, it seems Michigan was known for its industry longer ago (just like Cleveland, except, well, Cleveland sucks), so if you were wanting to make this a more modern map, you should focus on its natural attractions (think of those "Pure Michigan" ads, for those who've seen them).
This map seems interesting. It's amazing how mapmakers continue to find areas in the world that deserve a map depicting them I only have a couple of minor comments.
Is the top left of the map not connected to any place? If I understand correctly, the forests can not be passed. And seems to be a compelte line of forests separating territories on the left top from the rest of the map.
Also. Isn't it a bit strange that the teal zone is not connected internally? Why is it a region bonus if people can't travel within it? And the same goes for the magenta area. Wouldn't it more sense to give St Clair to the teal area and Eaton to the magenta area?
Other than those couple things, the draft looks perfect to me
Maybe there is a way to incorporate both ideas. You could have factories and such without it looking "grungy" I should think. I was envisioning more along the lines of sim city, green grass and blue rivers/lakes. However I think grungy with smog and oil drums leaking all over the place would appeal to some people too . You are right Sully about Michigan having a less industrial vibe these days, that's why I thought maybe it could be a "period piece" . I think whichever way is more inspiring to you guys(the makers) is the way you should go. Tbh I would find either way fun in its own right.
This map seems interesting. It's amazing how mapmakers continue to find areas in the world that deserve a map depicting them I only have a couple of minor comments.
Is the top left of the map not connected to any place? If I understand correctly, the forests can not be passed. And seems to be a compelte line of forests separating territories on the left top from the rest of the map.
Also. Isn't it a bit strange that the teal zone is not connected internally? Why is it a region bonus if people can't travel within it? And the same goes for the magenta area. Wouldn't it more sense to give St Clair to the teal area and Eaton to the magenta area?
Other than those couple things, the draft looks perfect to me
You can't get to the pink region because it is drawn poorly. He said he is redoing it.
The other question, I don't know why. I like It tho
16:00:18 ‹Pixar› Valentines Day the one day in they year that the V and the D come together
Funkyterrance wrote:Maybe there is a way to incorporate both ideas. You could have factories and such without it looking "grungy" I should think. I was envisioning more along the lines of sim city, green grass and blue rivers/lakes. However I think grungy with smog and oil drums leaking all over the place would appeal to some people too . You are right Sully about Michigan having a less industrial vibe these days, that's why I thought maybe it could be a "period piece" . I think whichever way is more inspiring to you guys(the makers) is the way you should go. Tbh I would find either way fun in its own right.
Because it makes it harder. I plan for this to be, technically, a standard gameplay map (no bombarding, autodeploys, maybe 1-way attacks). However, I want it to be a little trickier than something like Classic. You move around the map the same way a standard map does, but there should be obstacles and various nooks and crannies to make you coordinate your moves better than just "grab a bonus". Making bonuses a little harder to get makes them more rewarding when you do get them.
Also, I'm a major speed fs player. I want to minimize the amount of straight attack routes to slow people down, making this fun on both settings .
Funkyterrance wrote:Maybe there is a way to incorporate both ideas. You could have factories and such without it looking "grungy" I should think. I was envisioning more along the lines of sim city, green grass and blue rivers/lakes. However I think grungy with smog and oil drums leaking all over the place would appeal to some people too . You are right Sully about Michigan having a less industrial vibe these days, that's why I thought maybe it could be a "period piece" . I think whichever way is more inspiring to you guys(the makers) is the way you should go. Tbh I would find either way fun in its own right.
Because it makes it harder. I plan for this to be, technically, a standard gameplay map (no bombarding, autodeploys, maybe 1-way attacks). However, I want it to be a little trickier than something like Classic. You move around the map the same way a standard map does, but there should be obstacles and various nooks and crannies to make you coordinate your moves better than just "grab a bonus". Making bonuses a little harder to get makes them more rewarding when you do get them.
Also, I'm a major speed fs player. I want to minimize the amount of straight attack routes to slow people down, making this fun on both settings .
I just noticed something... The font of the map title is in what looks like a 50's retro lettering. Maybe the grungy era of Michigan was meant to be for this map?
Funkyterrance wrote:Maybe there is a way to incorporate both ideas. You could have factories and such without it looking "grungy" I should think. I was envisioning more along the lines of sim city, green grass and blue rivers/lakes. However I think grungy with smog and oil drums leaking all over the place would appeal to some people too . You are right Sully about Michigan having a less industrial vibe these days, that's why I thought maybe it could be a "period piece" . I think whichever way is more inspiring to you guys(the makers) is the way you should go. Tbh I would find either way fun in its own right.
Because it makes it harder. I plan for this to be, technically, a standard gameplay map (no bombarding, autodeploys, maybe 1-way attacks). However, I want it to be a little trickier than something like Classic. You move around the map the same way a standard map does, but there should be obstacles and various nooks and crannies to make you coordinate your moves better than just "grab a bonus". Making bonuses a little harder to get makes them more rewarding when you do get them.
Also, I'm a major speed fs player. I want to minimize the amount of straight attack routes to slow people down, making this fun on both settings .
-rd
Just be careful not to include too many choke points, though, that will certainly make this map less strategically appealing. So, check to make sure you don't linearize the map with impassables.
yeah I think the industrial/ nature aspect of Michigan should be addressed, it'd be cool. Mix them both if you can IMO, but if you decide you can't I'd pick the nature green and blue of MIchigan versus the factories. About adding resource bonuses: maybe you can make each one border two or three territories and each count for their own bonus. Own one timber: +1, own one mine: +2, etc. This way they're harder to keep because they border more territories, but they provide satisfactory bonuses when held. Keep up the good work.
Above all, taking the shield of faith, wherewith ye shall be able to defeat all evil. -Ephesians 6 KJV
My Smiley: ( ) --- it's got SHIELDS!
everywhere116 wrote:You da man! Well, not really, because we're colorful ponies, but you get the idea.
But he has to give to us (with us I mean all the foundry goers, not only CAs) enough elements to understand how the map will play. At the moment I have some problems to understand it. (e.g. impassables) It's not what we call a working draft, that's why the map is in the drafting room and not into the gameplay workshop.
Let me say this clear: I don't want nice graphics, just a working map. If it would be quenched now, it would be playable?
I can't remember if I said this yet, but I won't be able to work on this much until June. I have graduation and a few other things coming up in rl, so it's hectic! However, I have no intention of abandoning this, especially not after getting photoshop!
Concerning the map itself, yeah. I have changed a few things already. Just be a little patient...
The Iron Country is a little confusing, but starting out as a rough map idea, it's pretty decent. Also, you might want to use the island off of the Emett country as another way to attack off the northern land.