[Abandoned] - A Volatile Earth
Posted: Tue Jul 13, 2010 11:44 pm
Mod Note:Abandoned - If resurrected, this one must be checked again.

Hello everyone,
Skillfusniper33 and I are working on a map (our first), so if you could leave some feedback and/or constructive criticism.
These graphics are only a draft, everything will change with the next update.
Current Draft:
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft-3.png[/bigimg]
[spoiler=A draft of the small version]
This draft is a little dated, but is mainly for looking for size constraints.[/spoiler]
[spoiler=Setting]What you are looking at is a sectional of the Earth circa four billion years ago. Those red arrows are supposed to be magma currents. There are volcanoes, ash clouds, meteors, oceans of lava, everything a growing Earth needs.[/spoiler]
[spoiler=gameplay]Each current has one way attacks, so it will take several territories before you come around and reach the same territory, which will lead to very interesting troops placement to try to protect any region bonuses. To travel across the map, it will lead to crazy, roundabout pathways, and assassin maps will cause you to find an entirely different path around the map to prevent eliminating people who aren't your target. People will want to try to get the region bonuses that are near or under their respective meteors, as they will be less vulnerable. There will be movement along the crust when people decide to break the volcano to try to eliminate people from their meteors, or if they are pushed back to only their meteor, they can either stack or try to launch another offensive from the safety of the meteor. The layer bonus adds a different dynamic than the straight up territory count bonus and will hopefully encourage people to travel from current to current but keeping to their layer to try to add that bonus up. The red circles (better name pending) are a small auto deploy that will fuel the fight for the currents. The Core adds an interesting dynamic as it can break every single magma flow bonus if one has enough troops. We would like to imagine that fog of war games and assassin games will probably be the most interesting game modes for the map, but every mode is obviously supported and encouraged.[/spoiler]
[spoiler=Map Data]117 territories (60 neutrals, 57 player start) <--- This is off count currently, will update soon.
Region Bonus Information
Legend: +5 (troop bonus): 8 (territories) [4] (player territs in region): 4 (shared borders) [1] (not shared, one way borders): Name
+4: 7[3]: 4[0]: Brennend Rotation (B)
+4: 5[1]: 4[0]: Goryashchiĭ Eddy (G) <--- Attacks Core
+5: 9[6]: 3[1]: Kafteros Progression (P) <--- Attacks Core
+4: 6[3]: 3[1]: Tűz Cycle (T)
+4: 6[3]: 3[1]: Dante Passage (D)
+4: 5[2]: 3[1]: Foc Drift (F)
+3: 6[3]: 3[0]: Yangın Stream (Y)
+3: 6[3]: 3[0]: Alov Torrent (A) <--- Attacks Core
+3: 6[3]: 3[0]: Pożar Current (P) <--- Attacks volcano
+3: 5[2]: 3[0]: Ignis Flux (I)
+2: 3[0]: 3[0]: Huǒ Ebb (H)
+3: 7[5]: 2[1]: Liekki Circuit (L) <--- Attacks volcano
+3: 5[3]: 2[1]: Oheň Flow (O) <--- Attacks volcano
+3: 5[3]: 2[1]: Jiog Vortex (J)
+2: 4[2]: 2[1]: Qalba Tide (Q)
+2: 4[2]: 2[0]: Ugnis Channel (U) <--- Attacks volcano
+2: 4[2]: 2[0]: Nāry Course (N)
+1: 4[3]: 1[2]: Spaljivanje Gyre (S) <--- Attacks volcano
Every magma flow has one +1 auto-deploy territory (red circle) not factored into the bonus amount that starts as a neutral.
Territory numbers from regions will not add up to the total number of territories in the map since all regions share at least one territory.
Layer Bonus Information
There are three layers (outer core, mantle, and crust), and holding a certain number of territories in each layer gives a bonus.
13 territories held: +1
16: +3
20: +5
24: +7 <--- 24 territories in the crust (outermost layer, not magma)
29: +10 <--- 30 territories in the outer core (inner magma layer)
34: +14
40: +19 <--- 40 territories in the mantle (outer magma layer)
Auto Deploy Bonus Information
Core: +5: The core is a high neutral starting territory that bombards one territory from each magma flow region and attacks volcanoes.
Meteor (M): +1: Meteors are "safe locations" for each player, most likely to be used for last ditch attempts.
Red Circles (better name pending): +1: Every lava flow region has exactly one of these, each is a shared border, and each is bombarded by the Core.
Volcano Information
There are five volcanoes (V) on the map which start with a high neutral amount, each spaced relatively equally apart, and they provide a way to attack meteors. These territories are also attacked by the core.
Territory/Region Naming Information
Each territory will be named using at least one letter and most times a number following. The letter is the first letter of the region that the territory is in, and then a number corresponding to the number of territories named in that region in this way. Shared border territories will be designated with two letters, one from each region. The names of region bonuses were various words relating to "fire" translated into 18 different languages
Attack Information
There isn't much room for text, so most of the one-way attacks will be done through arrows that have been integrated into the map graphics in a non obstructing way.[/spoiler]
[spoiler=Notes]There technically wasn’t an atmosphere at this time, so the meteors shouldn’t be flaming, but it looks better with burning up meteors. Some of the currents move in contrasting directions, though setting aside the laws of physics is necessary for more interesting gameplay.[/spoiler]
[spoiler=Gameplay Workshop Requirements]√ Balanced deployment (We believe we have accomplished this with the help of Evil DIMwit)
√ Reasonable bonus structure (The bonus structure looks good to us, if anything looks overpowered of out of place then please say something)
√ Game type flexibility (We don't see any problems occurring with any gametypes)
√ Player-friendliness (With the addition of how crust territories attack into the legend in the bottom left, we believe there isn't anything else that is confusing, if we are wrong about this please ask)
√ Open-play (We think that this shouldn't be a problem)
O Function trumps form x2 (Waiting for feedback on this, but as we haven't heard any negative comments about our form, hopefully this isn't a problem, this will also probably have to wait on the upgraded graphics)
If our map doesn't meet the requirements to any of these that we think we have completed, or there is any feedback you could give to further our progress towards completing the rest of these, it would be greatly appreciated.[/spoiler]

Hello everyone,
Skillfusniper33 and I are working on a map (our first), so if you could leave some feedback and/or constructive criticism.
These graphics are only a draft, everything will change with the next update.
Current Draft:
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft-3.png[/bigimg]
[spoiler=A draft of the small version]

This draft is a little dated, but is mainly for looking for size constraints.[/spoiler]
[spoiler=Setting]What you are looking at is a sectional of the Earth circa four billion years ago. Those red arrows are supposed to be magma currents. There are volcanoes, ash clouds, meteors, oceans of lava, everything a growing Earth needs.[/spoiler]
[spoiler=gameplay]Each current has one way attacks, so it will take several territories before you come around and reach the same territory, which will lead to very interesting troops placement to try to protect any region bonuses. To travel across the map, it will lead to crazy, roundabout pathways, and assassin maps will cause you to find an entirely different path around the map to prevent eliminating people who aren't your target. People will want to try to get the region bonuses that are near or under their respective meteors, as they will be less vulnerable. There will be movement along the crust when people decide to break the volcano to try to eliminate people from their meteors, or if they are pushed back to only their meteor, they can either stack or try to launch another offensive from the safety of the meteor. The layer bonus adds a different dynamic than the straight up territory count bonus and will hopefully encourage people to travel from current to current but keeping to their layer to try to add that bonus up. The red circles (better name pending) are a small auto deploy that will fuel the fight for the currents. The Core adds an interesting dynamic as it can break every single magma flow bonus if one has enough troops. We would like to imagine that fog of war games and assassin games will probably be the most interesting game modes for the map, but every mode is obviously supported and encouraged.[/spoiler]
[spoiler=Map Data]117 territories (60 neutrals, 57 player start) <--- This is off count currently, will update soon.
Region Bonus Information
Legend: +5 (troop bonus): 8 (territories) [4] (player territs in region): 4 (shared borders) [1] (not shared, one way borders): Name
+4: 7[3]: 4[0]: Brennend Rotation (B)
+4: 5[1]: 4[0]: Goryashchiĭ Eddy (G) <--- Attacks Core
+5: 9[6]: 3[1]: Kafteros Progression (P) <--- Attacks Core
+4: 6[3]: 3[1]: Tűz Cycle (T)
+4: 6[3]: 3[1]: Dante Passage (D)
+4: 5[2]: 3[1]: Foc Drift (F)
+3: 6[3]: 3[0]: Yangın Stream (Y)
+3: 6[3]: 3[0]: Alov Torrent (A) <--- Attacks Core
+3: 6[3]: 3[0]: Pożar Current (P) <--- Attacks volcano
+3: 5[2]: 3[0]: Ignis Flux (I)
+2: 3[0]: 3[0]: Huǒ Ebb (H)
+3: 7[5]: 2[1]: Liekki Circuit (L) <--- Attacks volcano
+3: 5[3]: 2[1]: Oheň Flow (O) <--- Attacks volcano
+3: 5[3]: 2[1]: Jiog Vortex (J)
+2: 4[2]: 2[1]: Qalba Tide (Q)
+2: 4[2]: 2[0]: Ugnis Channel (U) <--- Attacks volcano
+2: 4[2]: 2[0]: Nāry Course (N)
+1: 4[3]: 1[2]: Spaljivanje Gyre (S) <--- Attacks volcano
Every magma flow has one +1 auto-deploy territory (red circle) not factored into the bonus amount that starts as a neutral.
Territory numbers from regions will not add up to the total number of territories in the map since all regions share at least one territory.
Layer Bonus Information
There are three layers (outer core, mantle, and crust), and holding a certain number of territories in each layer gives a bonus.
13 territories held: +1
16: +3
20: +5
24: +7 <--- 24 territories in the crust (outermost layer, not magma)
29: +10 <--- 30 territories in the outer core (inner magma layer)
34: +14
40: +19 <--- 40 territories in the mantle (outer magma layer)
Auto Deploy Bonus Information
Core: +5: The core is a high neutral starting territory that bombards one territory from each magma flow region and attacks volcanoes.
Meteor (M): +1: Meteors are "safe locations" for each player, most likely to be used for last ditch attempts.
Red Circles (better name pending): +1: Every lava flow region has exactly one of these, each is a shared border, and each is bombarded by the Core.
Volcano Information
There are five volcanoes (V) on the map which start with a high neutral amount, each spaced relatively equally apart, and they provide a way to attack meteors. These territories are also attacked by the core.
Territory/Region Naming Information
Each territory will be named using at least one letter and most times a number following. The letter is the first letter of the region that the territory is in, and then a number corresponding to the number of territories named in that region in this way. Shared border territories will be designated with two letters, one from each region. The names of region bonuses were various words relating to "fire" translated into 18 different languages
Attack Information
There isn't much room for text, so most of the one-way attacks will be done through arrows that have been integrated into the map graphics in a non obstructing way.[/spoiler]
[spoiler=Notes]There technically wasn’t an atmosphere at this time, so the meteors shouldn’t be flaming, but it looks better with burning up meteors. Some of the currents move in contrasting directions, though setting aside the laws of physics is necessary for more interesting gameplay.[/spoiler]
[spoiler=Gameplay Workshop Requirements]√ Balanced deployment (We believe we have accomplished this with the help of Evil DIMwit)
√ Reasonable bonus structure (The bonus structure looks good to us, if anything looks overpowered of out of place then please say something)
√ Game type flexibility (We don't see any problems occurring with any gametypes)
√ Player-friendliness (With the addition of how crust territories attack into the legend in the bottom left, we believe there isn't anything else that is confusing, if we are wrong about this please ask)
√ Open-play (We think that this shouldn't be a problem)
O Function trumps form x2 (Waiting for feedback on this, but as we haven't heard any negative comments about our form, hopefully this isn't a problem, this will also probably have to wait on the upgraded graphics)
If our map doesn't meet the requirements to any of these that we think we have completed, or there is any feedback you could give to further our progress towards completing the rest of these, it would be greatly appreciated.[/spoiler]