Ziggurat [24/Nov/2017] v14.3 (p7)
Posted: Wed Nov 28, 2012 1:59 pm
Stamps: Draft, Gameplay, Beta (images blocked)
Map Name: Ziggurat
Description: An ancient people erected this great Ziggurat to protect the altar which awakens fear in every heart. An army that would scale its heights faces four mighty ramparts, each dominating all approaches.
"With regard to ground of this nature, be before the enemy in occupying the raised and sunny spots, and carefully guard your line of supplies. Then you will be able to fight with advantage." Sun Tzu, The Art of War
Mapmaker(s): [player]Jonofperu[/player]
Number of Territories: 65 (16 starting spots)
Special Features: Battle for HIGH GROUND! Auto-deploy bonuses which increase as players conquer higher ground; higher levels bombard all lower levels; starting spots with auto-deploy that one-way attack the pyramid and bombard the first 2 levels on their side. The summit E01 is the only territory that can kill starting spots.
Map Image (v14.3):
[bigimg]https://farm5.staticflickr.com/4404/36747003925_8e27e55755_o.jpg[/bigimg]
Small Size (630x460)
[bigimg]https://farm5.staticflickr.com/4530/38618011421_2e0171d286_z.jpg[/bigimg]
Starting Positions with Neutral values.
[bigimg]https://farm5.staticflickr.com/4551/24745749378_8797b7cf0f_o.jpg[/bigimg]
Starting Positions with 888s.
[bigimg]https://farm5.staticflickr.com/4520/24745761738_858c2101ec_o.jpg[/bigimg]
Small Size (630x460) v14 with color code lettered starting positions and 888s.
[bigimg]https://farm5.staticflickr.com/4522/24745769828_5dfcee91e6_z.jpg[/bigimg]
[spoiler=Colorblind versions]Colorblind - deuteranopia (v14)

Colorblind - protanopia (v14)
[/spoiler]
[spoiler=Map v8-v13]V.13[bigimg]https://farm5.staticflickr.com/4518/24745873418_51e6321351_z.jpg[/bigimg]
V.12[bigimg]https://farm5.staticflickr.com/4555/24745881308_dd5b7a8a3b_z.jpg[/bigimg]
V.11[bigimg]https://farm5.staticflickr.com/4584/37900582684_7f3019765b_z.jpg[/bigimg]
V.10[bigimg]https://farm5.staticflickr.com/4569/24745884378_3ab60813b8_z.jpg[/bigimg]
V.9[bigimg]https://farm5.staticflickr.com/4521/24745888908_d3deb0e0bc_z.jpg[/bigimg]
V.8[bigimg]https://farm5.staticflickr.com/4575/37900584964_819399e1ac_o.jpg[/bigimg][/spoiler]
[spoiler=Map v6-v7]V.7[bigimg]https://farm5.staticflickr.com/4522/37900587274_cedc9658ee_z.jpg[/bigimg]
V.6[bigimg]https://farm5.staticflickr.com/4522/26841862789_891bc0f6d8_z.jpg[/bigimg][/spoiler]
[spoiler=Map v5][bigimg]https://farm5.staticflickr.com/4547/26841685149_325da4db62_z.jpg[/bigimg][/spoiler]
[spoiler=Map v4][bigimg]https://farm5.staticflickr.com/4531/37902010214_33c57dae72.jpg[/bigimg][/spoiler]
[spoiler=Map v3][bigimg]https://farm5.staticflickr.com/4569/37900591114_f9e90ce2d7_z.jpg[/bigimg][/spoiler]
[spoiler=Map v2][bigimg]https://farm5.staticflickr.com/4542/38618219131_d1591982cc_z.jpg[/bigimg][/spoiler]
[spoiler=Map v1][bigimg]https://farm5.staticflickr.com/4532/38563870686_d31a8e8a70_o.jpg[/bigimg][/spoiler]
[spoiler=Early concept][bigimg]https://farm5.staticflickr.com/4551/38563922426_d75c58b54c_o.jpg[/bigimg][/spoiler]
What Makes This Map Worthy of Being Made - The creation of Ziggurat:
The main reason for creating new maps aside from a change of scenery, is to provide new and interesting mechanics or strategy. There is a particular major factor in historical warfare that I haven’t seen represented. I may have just missed it and there are certainly similar concepts out there (King’s Court archers?), but I think we need a map that has it.
I got to thinking that I would like to create a map that reflects the advantage of taking the high ground. I thought of calling it, “King of the Mountain”, but that’s taken.
How then do you represent the advantage of high ground in a Risk game? We can't create a roll advantage (and probably wouldn’t want to), so it would have to come through in two things (at least these are what I’ve thought of so far).
1. On the high ground you are protected from attack while able to bombard or attack.
2. Extra bonuses / auto-deploy.
Any high ground should give an advantage, hence the auto-deploy bonuses on every territ rather than zone bonuses.
[spoiler=Further discussion from original post]What to avoid: If it turns out to be easier to fight around the base of the mountain rather than take the high ground, I will have failed to accomplish the point of the map – which is to recreate the tactical advantage and hence the value of taking the high ground.
The challenge will be to balance the cost of taking neutrals and the benefit of the auto-deploys. (Note: I've eliminated all neutrals between starting spots on the first level and the starting spots can only be eliminated from the summit, so players are forced to go up the mountain.)
I thought of creating a three-dimensional or at least topographical map. The simplest, most balanced approach is represented here in a kind of geometrical grid or pyramid. I would also like to create another map (or maps) that employ the same concept in a more organic/natural way over more varied terrain. (I’ve got a location in mind too, we’ll see when I get to it and how this first one works.)
I think this is unique on CC, thought it maybe has similar play and features to Route 66, Antarctica and some other maps. The only references that turned up in a search for “high ground” were to “moral high ground” or Noah’s flood. Admittedly I’m not much good with searches.
The first draft really represents about 5 previous versions and a lot of work… I probably should have floated the idea first, but I kept thinking I wanted to fix this or that before posting my first map. :-p
TO DO (from original post):
1: Improve graphics - I would like to represent stonework in the ziggurat and maybe have better shadows...
Here's an image just to give an idea of the effect I'm looking for:
Note of interest: E1 bombards the entire map (except where it attacks).
IDEAS TO EXPLORE:
Assaults could be one-way up the ziggurat and you can only bombard down...
Autodeploy on starting spots? Like Das Schloss...[/spoiler]
Map Name: Ziggurat
Description: An ancient people erected this great Ziggurat to protect the altar which awakens fear in every heart. An army that would scale its heights faces four mighty ramparts, each dominating all approaches.
"With regard to ground of this nature, be before the enemy in occupying the raised and sunny spots, and carefully guard your line of supplies. Then you will be able to fight with advantage." Sun Tzu, The Art of War
Mapmaker(s): [player]Jonofperu[/player]
Number of Territories: 65 (16 starting spots)
Special Features: Battle for HIGH GROUND! Auto-deploy bonuses which increase as players conquer higher ground; higher levels bombard all lower levels; starting spots with auto-deploy that one-way attack the pyramid and bombard the first 2 levels on their side. The summit E01 is the only territory that can kill starting spots.
Map Image (v14.3):
[bigimg]https://farm5.staticflickr.com/4404/36747003925_8e27e55755_o.jpg[/bigimg]
Small Size (630x460)
[bigimg]https://farm5.staticflickr.com/4530/38618011421_2e0171d286_z.jpg[/bigimg]
Starting Positions with Neutral values.
[bigimg]https://farm5.staticflickr.com/4551/24745749378_8797b7cf0f_o.jpg[/bigimg]
Starting Positions with 888s.
[bigimg]https://farm5.staticflickr.com/4520/24745761738_858c2101ec_o.jpg[/bigimg]
Small Size (630x460) v14 with color code lettered starting positions and 888s.
[bigimg]https://farm5.staticflickr.com/4522/24745769828_5dfcee91e6_z.jpg[/bigimg]
[spoiler=Colorblind versions]Colorblind - deuteranopia (v14)

Colorblind - protanopia (v14)
[/spoiler][spoiler=Map v8-v13]V.13[bigimg]https://farm5.staticflickr.com/4518/24745873418_51e6321351_z.jpg[/bigimg]
V.12[bigimg]https://farm5.staticflickr.com/4555/24745881308_dd5b7a8a3b_z.jpg[/bigimg]
V.11[bigimg]https://farm5.staticflickr.com/4584/37900582684_7f3019765b_z.jpg[/bigimg]
V.10[bigimg]https://farm5.staticflickr.com/4569/24745884378_3ab60813b8_z.jpg[/bigimg]
V.9[bigimg]https://farm5.staticflickr.com/4521/24745888908_d3deb0e0bc_z.jpg[/bigimg]
V.8[bigimg]https://farm5.staticflickr.com/4575/37900584964_819399e1ac_o.jpg[/bigimg][/spoiler]
[spoiler=Map v6-v7]V.7[bigimg]https://farm5.staticflickr.com/4522/37900587274_cedc9658ee_z.jpg[/bigimg]
V.6[bigimg]https://farm5.staticflickr.com/4522/26841862789_891bc0f6d8_z.jpg[/bigimg][/spoiler]
[spoiler=Map v5][bigimg]https://farm5.staticflickr.com/4547/26841685149_325da4db62_z.jpg[/bigimg][/spoiler]
[spoiler=Map v4][bigimg]https://farm5.staticflickr.com/4531/37902010214_33c57dae72.jpg[/bigimg][/spoiler]
[spoiler=Map v3][bigimg]https://farm5.staticflickr.com/4569/37900591114_f9e90ce2d7_z.jpg[/bigimg][/spoiler]
[spoiler=Map v2][bigimg]https://farm5.staticflickr.com/4542/38618219131_d1591982cc_z.jpg[/bigimg][/spoiler]
[spoiler=Map v1][bigimg]https://farm5.staticflickr.com/4532/38563870686_d31a8e8a70_o.jpg[/bigimg][/spoiler]
[spoiler=Early concept][bigimg]https://farm5.staticflickr.com/4551/38563922426_d75c58b54c_o.jpg[/bigimg][/spoiler]
What Makes This Map Worthy of Being Made - The creation of Ziggurat:
The main reason for creating new maps aside from a change of scenery, is to provide new and interesting mechanics or strategy. There is a particular major factor in historical warfare that I haven’t seen represented. I may have just missed it and there are certainly similar concepts out there (King’s Court archers?), but I think we need a map that has it.
I got to thinking that I would like to create a map that reflects the advantage of taking the high ground. I thought of calling it, “King of the Mountain”, but that’s taken.
How then do you represent the advantage of high ground in a Risk game? We can't create a roll advantage (and probably wouldn’t want to), so it would have to come through in two things (at least these are what I’ve thought of so far).
1. On the high ground you are protected from attack while able to bombard or attack.
2. Extra bonuses / auto-deploy.
Any high ground should give an advantage, hence the auto-deploy bonuses on every territ rather than zone bonuses.
[spoiler=Further discussion from original post]What to avoid: If it turns out to be easier to fight around the base of the mountain rather than take the high ground, I will have failed to accomplish the point of the map – which is to recreate the tactical advantage and hence the value of taking the high ground.
The challenge will be to balance the cost of taking neutrals and the benefit of the auto-deploys. (Note: I've eliminated all neutrals between starting spots on the first level and the starting spots can only be eliminated from the summit, so players are forced to go up the mountain.)
I thought of creating a three-dimensional or at least topographical map. The simplest, most balanced approach is represented here in a kind of geometrical grid or pyramid. I would also like to create another map (or maps) that employ the same concept in a more organic/natural way over more varied terrain. (I’ve got a location in mind too, we’ll see when I get to it and how this first one works.)
I think this is unique on CC, thought it maybe has similar play and features to Route 66, Antarctica and some other maps. The only references that turned up in a search for “high ground” were to “moral high ground” or Noah’s flood. Admittedly I’m not much good with searches.
The first draft really represents about 5 previous versions and a lot of work… I probably should have floated the idea first, but I kept thinking I wanted to fix this or that before posting my first map. :-p
TO DO (from original post):
1: Improve graphics - I would like to represent stonework in the ziggurat and maybe have better shadows...
Here's an image just to give an idea of the effect I'm looking for:
Note of interest: E1 bombards the entire map (except where it attacks).
IDEAS TO EXPLORE:
Assaults could be one-way up the ziggurat and you can only bombard down...
Autodeploy on starting spots? Like Das Schloss...[/spoiler]
