ah, mibi, mibi. Danke for Version 14 (Large) — Mar. 26 [bigimg]http://i449.photobucket.com/albums/qq219/the-killing/Greenland/Greenlandv14-1.jpg[/bigimg] Updates:
mibi.
texture on minimap
To-Do/Discussion Points:
stick names over texture in minimap … easy fix
Discussion please: should I make the Moruisaq‹—›Itilleq route down to Nuuk? and along those lines, how are the current bonus values?
lany's on the XML sometime this week
.44
Re: Greenland [D] - v14 on p1&9 › mibi
Posted: Fri Mar 27, 2009 2:01 am
by InsomniaRed
the.killing.44 wrote:[*]Discussion please: should I make the Moruisaq‹—›Itilleq route down to Nuuk? and along those lines, how are the current bonus values? .44
Definitely change that route to Nuuk to have more places needed to be defended. Having two bonuses worth three, with one with 1 place to defend and the other with 4...seems a bit unfair, no matter what the territory count within the bonus is, but that's just my opinion. It just seems uneven.
Looks great otherwise
Re: Greenland [D] - v14 on p1&9 › mibi
Posted: Fri Mar 27, 2009 8:52 am
by yeti_c
As mentioned in Mibi's thread...
I think that the light/dark mix could be the other way up...
C.
Re: Greenland [D] - v13 on p1&8 › colors
Posted: Sat Mar 28, 2009 9:35 am
by the.killing.44
Ruben Cassar/saaimen/InsomniaRed — First time I look at this map. Is this the first map you're developing? I must say that I'm really impressed. The graphics and colour scheme suit the theme and are easy to distinguish. Great map I must say...one of the best I've seen for ages...and one classic style players like me will enjoy. Keep up the good work! Can't really find anything to fault. I guess the two northern regions are a bit easy to hold while the others are huge and difficult to hold for a bonus, but I'm not sure about what can be done for that. — On the other hand, Kujallec will be very easy to hold once you've conquered it. Just hold Itilleq... Maybe change the sea route in the West there? — Definitely change that route to Nuuk to have more places needed to be defended. Having two bonuses worth three, with one with 1 place to defend and the other with 4...seems a bit unfair, no matter what the territory count within the bonus is, but that's just my opinion. It just seems uneven. Looks great otherwise Thanks. About the region, I think I'll move the Moriusaq connection to Nuuk, so that should help some. yeti_c As mentioned in Mibi's thread... I think that the light/dark mix could be the other way up... Hmm, yes. Like you said, the title could be a prob. I shall see…
.44
Re: Greenland [D] - v14 on p1&9 › mibi
Posted: Mon Mar 30, 2009 11:18 am
by MrBenn
I preferred the polar with a bit of texture on - it now looks a little over-contrasted (not a real word)
Re: Greenland [D] - v14 on p1&9 › mibi
Posted: Mon Mar 30, 2009 4:16 pm
by AndyDufresne
Thought I like the gradient Mibi has done for you---it feels a little too dark for my taste on the right.
--Andy
Re: Greenland [D] - v15 on p1&9 › bonuses?
Posted: Mon Mar 30, 2009 5:24 pm
by the.killing.44
MrBenn I preferred the polar with a bit of texture on - it now looks a little over-contrasted (not a real word) lol, with hyphens everything is real! Anyway I agree and I put the texture back on. AndyDufresne Thought I like the gradient Mibi has done for you---it feels a little too dark for my taste on the right. Yeah, reduced opacity a bit.
the gradient looks much better, and the polar bear could be a little more textured/ darkened (just a touch).
i think that you should move the attack route from Østgrønland to K. Frederik VIII Land (just a personal preference)
LED
Re: Greenland [D] - v15 on p1&9 › bonuses?
Posted: Mon Mar 30, 2009 6:22 pm
by saaimen
Well I like bonus regions being as equal as possible...
LED ZEPPELINER wrote:i think that you should move the attack route from Østgrønland to K. Frederik VIII Land (just a personal preference)
So this is a good idea.
Maybe the two 2-bonuses could be balanced more if the Haffner connection went to Nares Land? Then Qaasuitsup has 4 regions to capture, 2 of them needing defense against 2 (Haffner) and 3 (Moriusaq) regions. Now Peary land has 1 less to capture, and both defense regions have 2 bordering. Changing Haffner to Nares Land lets you defend all 3 regions, thus balancing it more with Qaasuitsup. Though I'm not sure whether this is the best way to do that...
Re: Greenland [D] - v15 on p1&9 › bonuses?
Posted: Mon Mar 30, 2009 9:27 pm
by aequitas08
This map only seems to look better with each update, but i'm glad you added texture back to the ocean background looks much better.
LED ZEPPELINER wrote:i think that you should move the attack route from Østgrønland to K. Frederik VIII Land (just a personal preference)
I think this would solve the bonus issue between Qeqqata (+4, with 5 territories 4 defended) and Tunu (+3, with 6 territories 4 defended). the shift would leave Tunu with 3 defended territories and +3 then seems reasonable.
-aequitas08
Re: Greenland [D] - v15 on p1&9 › bonuses?
Posted: Wed Apr 01, 2009 2:40 am
by jako
Wow, this map looks interesting. I didn't know that a greenland map was possible considering its considered a barren land of ice.
Great job on it so far.
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Wed Apr 01, 2009 7:54 pm
by the.killing.44
LED ZEPPELINER the polar bear could be a little more textured/ darkened (just a touch). Really? i think that you should move the attack route from Østgrønland to K. Frederik VIII Land (just a personal preference) [seconded by saaimen and aequitas08] Good idea. Done. saaimen Maybe the two 2-bonuses could be balanced more if the Haffner connection went to Nares Land? Hmm, I'm split. On one hand, I agree, because it would be more even, but on the other I don't think a bonus should need to hold all territories, especially a +2 (unless it's tiny of course). So, what do people think about this?
Updates:
changed connections around
To-Do:
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Thu Apr 02, 2009 1:01 pm
by thenobodies80
About gameplay no suggestions, i'm complitely agree with the actual gameplay.
Only a suggestion about graphic. Kujalleq continent has a very different color on large map and small one. This thing has not influence on gameplay ( in my opinion your map could be stamped) but could be a good graphic choice, in my opinion. i did a little example for you on the jpg file. Hope helpful
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Fri Apr 03, 2009 9:56 am
by Merciless Wong
Bonuses look right, ice cap adds a lot of impassability, sea route adds some variety. Looks good from a gameplay viewpoint at a territory level.
I think the game will revolve around getting Qaasuitsup, Kujalleq and Pearyland to start. Pearyland and Tunu or Qaasuitsup and Kujalleq or Kujalleq and Semersooq make good combos for second stage expansion.
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Fri Apr 03, 2009 7:37 pm
by the.killing.44
thenobodies80 Only a suggestion about graphic. Kujalleq continent has a very different color on large map and small one. This thing has not influence on gameplay ( in my opinion your map could be stamped) but could be a good graphic choice, in my opinion. i did a little example for you on the jpg file. Doooone. I noticed now that there're some visible blue lines near the bear. Fiiiiixed Merciless Wong Bonuses look right, ice cap adds a lot of impassability, sea route adds some variety. Looks good from a gameplay viewpoint at a territory level. I think the game will revolve around getting Qaasuitsup, Kujalleq and Pearyland to start. Pearyland and Tunu or Qaasuitsup and Kujalleq or Kujalleq and Semersooq make good combos for second stage expansion. Thanks for the comment, Wong. That seems exactly right (continued after nobodies's segment afterwards) … (back to nobodies) About gameplay no suggestions, i'm complitely agree with the actual gameplay. … I'm satisfied with the gameplay unless someone else brings up another issue.
I've done the graphical changes, but I'm going to wait to post the next version until someone posts a GP issue for me to fix
.44
.44
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Fri Apr 03, 2009 8:24 pm
by aequitas08
The gameplay looks finished. It is simple, straightforward, and appears well balanced. Great work. I'm reserving judgement on graphics until next update. -aequitas08
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Sun Apr 05, 2009 5:09 am
by iancanton
at first glance, this map suffers from the obvious comparison with iceland (which is one of the best-looking maps on cc, so it's actually no disgrace).
Merciless Wong wrote:ice cap adds a lot of impassability
but not enough! it's wrong that u can attack using the ice cap routes as easily as attacking a neighbouring settlement in the same municipality. there might as well be three four-lane highways going through the ice cap. greenland has a great natural impassable and it will be a pity if we cut such big holes in it.
as an alternative, try making the ice cap routes into a neutral-starting mountain pass (or even two neutral-starting mountain passes) with -1 or -2 decay (similar to dust bowl - though the latter's decay territories don't start neutral), bordering only those 6 settlements shown by the dotted lines. this is because armies that stay on the ice cap will gradually lose soldiers through cold. the neutral start represents the fact that there is no route across the ice till a brave pioneering group makes one, at the risk of death.
ian.
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Sun Apr 05, 2009 5:55 am
by MrBenn
I like the idea of adding a killer neutral to the ice cap... if you're going to add one, I'd settle with 1 or 2 neutrals on it.
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Sun Apr 05, 2009 7:12 am
by gho
I like the killer neutrals on the ice cap.
Graphically I think this map peaked on page 3. The map looked icy, the water looked cold and the sea and continent names looked superb. I think it looked better than iceland. I think the map has taken a step back with its new water, new continent colours and pure white bear and currently looks like icelands poor cousin (though still better than alot of other maps out there). Then again I say this without reading all the comments of the last 7 pages, in which you've probably explained why you've made all the changes. If you have nothing better to do with your time maybe you could use the page 3 graphics style with the current territory layout and minimap to see how it would turn out.
Re: Greenland [D] - v16 on p1&10 › any gameplay concerns?
Posted: Sun Apr 05, 2009 12:30 pm
by Merciless Wong
You could have 3 ice cap territories, one for each route with a decay factor. If you connect them all to one neutral territory, the ice cap would become a pretty fast shortcut between each end of the island.
You could name each route separately after famous Greenland explorers.
I wouldn't make the neutrals strong though (1-3 armies max). I suspect that strong neutrals would actually partition the map in the early game and lead to the niche positions being very strong in multiplayer. I don't think they have to be killer neutrals though, the decay repesents the pain from weather and the neutrals the cost of opening the route. Killer neutrals would imply the expedition needs to be repeated once its been mapped.
gho Really? I mean, I see what you say about some of the graphic things, but overall I think v17 (later in the post) is a much more developed map than that version. So, I am going to continue this one, unless there's much against it. iancanton, MrBenn, Merciless Wong Thanks a lot for that, ian. I've added that, they start with 2 neutrals and decay -1 per round. See below I also found one Greenlandic explorer, but I don't think that'll cut it. I do like the idea, if anyone can help there [bigimg]http://s449.photobucket.com/albums/qq219/the-killing/Greenland/Greenlandv17.jpg[/bigimg] Updates:
That was wierd, It updated the first post while I was looking at itand I didn't notice for like 30 seconds. I am not very aware of things I guess.
Anyways, I like the ice routes but they look kinda wierd. I don't like how B gets wider at the one end. It should stay level-ish from where it is under the circle, then curve up at the end to meet the lower part that comes out of kullorsqua. The graphics keep getting betterevery edit!
I think your ice routes should be as thin, and maybe uniformed as possible, becuase i don't think that an ice route would take up that much room, for peopel to walk/maybe drive over.
Edit, just thinking, maybe you could have all of the ice routes connect some how, i don't know if this would harm the gameplay too much
The new big ice block you added to explain the ice routes is too big in my opinion, in this way your right lower part of the map is too full.
A final small thing, a nitpick. A small white line in the upper part of your map. Point the "ne" of Haffner word and go north, you can see the small white line
you're one of the best new mapmakers...good new blood.