Page 5 of 6
Re: Michigan
Posted: Thu Apr 28, 2011 4:32 pm
by 40kguy
natty_dread wrote:Hm, I'm thinking resource pairs.
Maybe hold 2 fish places and you get a bonus, +1 for every other one?
Re: Michigan
Posted: Thu Apr 28, 2011 7:12 pm
by rdsrds2120
natty_dread wrote:Hm, I'm thinking resource pairs.
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?
-rd
Re: Michigan
Posted: Thu Apr 28, 2011 9:16 pm
by Funkyterrance
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
Re: Michigan
Posted: Sat Apr 30, 2011 6:42 pm
by rdsrds2120
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
Re: Michigan
Posted: Sun May 01, 2011 1:23 pm
by Victor Sullivan
rdsrds2120 wrote: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).
-Sully
Re: Michigan
Posted: Sun May 01, 2011 6:24 pm
by isaiah40
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).
-Sully
Here! Here!
Re: Michigan
Posted: Sun May 01, 2011 6:38 pm
by OliverFA
Hi rdsrds2120

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

Re: Michigan
Posted: Sun May 01, 2011 7:26 pm
by Funkyterrance
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.
Re: Michigan
Posted: Sun May 01, 2011 9:07 pm
by 40kguy
OliverFA wrote:Hi rdsrds2120

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
Re: Michigan
Posted: Sun May 01, 2011 10:46 pm
by rdsrds2120
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
Re: Michigan
Posted: Sun May 01, 2011 11:08 pm
by Funkyterrance
Sounds good to me rd

. I'll just be quietly awaiting the next update.
Re: Michigan
Posted: Sun May 01, 2011 11:43 pm
by The Bison King
rdsrds2120 wrote: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
sounds good to me.
Re: Michigan
Posted: Mon May 02, 2011 9:32 am
by Funkyterrance
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?

Re: Michigan
Posted: Mon May 02, 2011 2:28 pm
by Victor Sullivan
rdsrds2120 wrote: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.
-Sully
Re: Michigan
Posted: Mon May 02, 2011 3:14 pm
by rdsrds2120
Michigan can't be linear. I won't let it, lol.
-rd
Re: Michigan
Posted: Tue May 03, 2011 8:02 pm
by shieldgenerator7
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.

Re: Michigan
Posted: Sun May 08, 2011 12:16 am
by AgentSmith88
Any thoughts on adding major cities? (Detroit, GR, Lansing, etc)
Also maybe you want to incorporate the Macinac Bridge somehow?
Just some ideas.
Re: Michigan
Posted: Sun May 08, 2011 9:03 am
by 40kguy
AgentSmith88 wrote:Any thoughts on adding major cities? (Detroit, GR, Lansing, etc)
Also maybe you want to incorporate the Macinac Bridge somehow?
Just some ideas.
He is. just that he dosent want to spend all his time on graphics at the moment sense we still are in game play mode, not graphics.
Re: Michigan
Posted: Sun May 08, 2011 10:21 am
by thenobodies80
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?
Nobodies
Re: Michigan
Posted: Tue May 10, 2011 8:32 am
by rdsrds2120
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...
-rd
Re: Michigan
Posted: Wed May 11, 2011 10:45 am
by Criticalwinner
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.
Re: Michigan
Posted: Tue Jun 07, 2011 7:09 pm
by rdsrds2120
Alright, so I'm working on an update now. School is over, and I have lots of time :dance:
Though, I think I'm going to start from scratch. I have photoshop now, so I want to just start from the beginning and keep it consistent.
-rd
Re: Michigan
Posted: Tue Jun 07, 2011 7:20 pm
by jackal31
is the updated map on the first page?
Just asking because there are some spelling errors on the county/region names.
Re: Michigan
Posted: Tue Jun 07, 2011 7:29 pm
by codeblue1018
Are all counties on this particular map? I noticed at least one missing; Wayne County - below Oakland, above Monroe.
Re: Michigan
Posted: Tue Jun 07, 2011 8:06 pm
by jackal31
no....Macomb among others is missing too