[Abandoned] - Treasure Map

Abandoned and Vacationed maps. The final resting place, unless you recycle.

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LED ZEPPELINER
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Re: Treasure Map v17.7 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

Treasure Map v14
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: 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
v18
Image
to do:
1. delete useless territories
changes:
1. changed ardenfolder names, shape, and territs
2. font
3. borders, as to fit names
4. color of x
5. one way border
advanced draft?
LED ZEPPELINER
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Re: Treasure Map v17.7 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

any feedback at all?
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.)
rustlemania
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Re: Treasure Map v17.7 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by rustlemania »

This looks worlds better - the font makes a difference, but North pass seems to be in the old font.
Removing the clutter from the right side has allowed me to focus on this more - before it was tough to look at.
The colors look better as well.

What is drawing my attention now are the ships - they are too faded, and seem to be placed above the map rather than being a part of it. I'm sure hand drawing them would be very difficult, and since I've never done that, I don't feel comfortable suggesting that you do it.
i'm not a map maker, so my suggestion are limited, but I think you need to find some way to make the ships fit in with the map more - make them become part of the map.
For example, if you look at the midgard map (the new centerscape in the main foundry), the ships there (though they are not part of the game play) look like they really fit into the map stylistically. I'm not suggesting you copy those, but you need to find a way to make your ships fit into your map - not just stylistically, but also technically, make them fit into the map, not sit above it.
I'm having a tough time choosing my words properly, but hopefully that helps a bit. If not, I'll explain it when I see you.
I'm also not crazy about the legend, but don't have any quality suggestions at this point. I'll continue to think on it.

anyway.... nice work!
Image
LED ZEPPELINER
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Re: Treasure Map v17.7 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

thanks, i forgot to change the font of north pass, but i will. I will try something else for the boats, and maybe play around with the legend
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
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map v17.7 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

ok i have used this website to find my new boats http://website.lineone.net/~dee.ord/Tudors.htm I reduced the opacity to 50, and i think that they are looking good. Does anybody think i should get rid of far west, and maybe far east?
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

Treasure Map v14
INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: 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
v18.5
Image
to do:
1. delete useless territories
2. tinker with legend
changes:
1. borders of territs to fit names in
3. boats
4. compass
advanced draft?
LED ZEPPELINER
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Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

anyhing, anybody? suruly there has to be more comments
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the.killing.44
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

Boats look pretty bad … names in the red are still a bit hard (e.g. Button). I'll take a good look at gameplay later.

.44
tlane
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by tlane »

here are the only suggestions i can think of after staring at the map for like 5 minuets

1. Whats is that wierd black stuff on "ye old port"? I would take that away

2. Can you clear up what the "far east" can attack. I cant tell if it can attack, eastern peninsula and new cove or just new cove.

3. In terms of gameplay, i would look at, Crains Coral Coast. There are pathways through the mountains and i think that would be a good idea here.
One place would be between, E. Haven and Far west (the far west in the yellow).

4. There are 2 "Far west" one in the red one in the yellow, that needs to be changed

that is all i have for now

will be back later


tlane
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the.killing.44
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

Graphics seem good for now … Gameplay:
1v1: 36 starting regions split up to 11 for player 1, 11 for player 2, and 14 for neutral, no? So you get 3 to drop. Let's say I get a good drop, get the boats which is +2. I drop 5 on N. Bound, take S. Bound, and it's unlimited forts. Now that I have N. Bound and all the boats linked, I fort 10 over to N. Bound, giving me a 15-16 stack there. Next turn, I drop 3 or 5 (depending on if I still have that bonus) on N. Bound. Wait a minute … do I have to go all the way around from Treasure Cove south to Dead Man's neck? If I do, I take treasure cove with a 18-20 stack, then South Grendelia. Sit tight again. Next turn, I have 16 on there. Drop 3 (bonus has been broken by now), 19v3,3,3. Sit tight. Next round, 8+3=11 on Dead Man's Neck. Game over with decent dice.

That's my concern for now. The terts on Grendelia are 3 neu, right?

.44
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

what do you suggest? should i make the neutrals start with more, or just make them all killer, X also starts with 10. I will change far west (one of them) i don not see any black stuff on 'ye old port. SHould I change the boats back to how they were?
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by LED ZEPPELINER »

the.killing.44 wrote: Wait a minute … do I have to go all the way around from Treasure Cove south to Dead Man's neck?
.44

yes you do, and dead man's neck is killer, and all the others are -2, should it be more.
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the.killing.44
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Re: Treasure Map v18.5 pgs.1&17 ¡NEED COMMENTS PLEASE!

Post by the.killing.44 »

LED ZEPPELINER wrote:
the.killing.44 wrote: Wait a minute … do I have to go all the way around from Treasure Cove south to Dead Man's neck?
.44

yes you do, and dead man's neck is killer, and all the others are -2, should it be more.

Your killer neu crazy! I think unless someone gets a wild drop in a 1v1 like I said before, I doubt any people will go for the treasure because it can cost sooo many men.

.44
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by LED ZEPPELINER »

what would you have me do?
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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MrBenn
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by MrBenn »

Fixing the colour borders really makes a difference to the map. I have concerns about the gameplay, but think you've earned the chance to move up a level...

[Advanced Draft]
Image
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 v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by LED ZEPPELINER »

MrBenn wrote:Fixing the colour borders really makes a difference to the map. I have concerns about the gameplay, but think you've earned the chance to move up a level...

[Advanced Draft]
Image

gåcîás THis means soooooo much, ive benn hoping for this a long time
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Premier2k
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by Premier2k »

Well Done Zed!
Keep up the good work!

Premier2k
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by LED ZEPPELINER »

ok well now that this has gotten to the next step, any suggestions for change in gameplay
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The Neon Peon
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by The Neon Peon »

LED ZEPPELINER wrote:ok well now that this has gotten to the next step, any suggestions for change in gameplay

Can you tell us what territories are fixed neutrals? aka. what territories are distributed among players and which are neutral.
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by LED ZEPPELINER »

OK, this is basically how it all works...

[spoiler=set neutrals]All territories on Grendelia are neutral[/spoiler]
[spoiler=killer neutrals]Dead Man's Neck is the only killer neutral[/spoiler]
[spoiler=-2 troops]all territs on Grendelia, except X and dead man's neck are -2 troops[/spoilers]
[spoiler=X]X starts with 10, i am now considering 7 or 5...[/spoiler]
I am open to any suggestions, if you feel that you would prefer taking out ur opponent instead of X, tell me why, i may make it easier as to draw more people closer

Hope this helps :D
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The Neon Peon
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by The Neon Peon »

Let's see... the closest person has to go through 15 neutrals to get to the X, without taking it. Add on whoever many on the X to that number. If you were to build, you would need 5 rounds to get to the x, perhaps 8 to take it with moderate dice. So I would say that getting to the X might be a tad bit easier. make the -2 to a -1 or something like that. Seems that 8 rounds is a lot, especially since 8 rounds to take it, not take and hold it.

You need more than 2 paths to the island. Perhaps you should add some ports on the main island and the other island. Ports may start as varying neutrals depending on hop far away they are from the X. My concern with even this though is that the island is so narrow. One port would be in the way of another so the outside ones would be useless.

This is an odd fix, but you might move the X to one side of the island, such as the Horn. Make the island more accessible from the other side, so that there are not precisely 2 paths to the X.

However, I am no gameplay expert, so you can choose to ignore as much of this advice as need be.
LED ZEPPELINER
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Re: Treasure Map v18.5 pgs.1&17 [GAMEPLAY DISCUSSION]

Post by LED ZEPPELINER »

i have taken into consideration, i will either move x, or make more ports
LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Post by LED ZEPPELINER »

Treasure Map v19
v19
This is basically to show where the neutrals are planning on being, i changed some from what i told you people, and i added more attack routs
[bigimg]http://i395.photobucket.com/albums/pp31/LED_ZEPPELINER/Treasuremapv19.jpg[/bigimg]
to do:
idk right now
changes:
1. SHowed Neutrals
2. added more attack routs to Grendelia
DRAFT?
LED ZEPPELINER
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Post by LED ZEPPELINER »

this also eliminates the chance of somebody starting off with a bonuns, and getting a wild drop like 44 wrote
rjz115dude
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Re: Treasure Map v19 pgs.1&19 [ADVANCED DRAFT][GP DISCUSSION]

Post by rjz115dude »

my only suggestion is i can't really see the boats
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