Rio's Slums - V1

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
Post Reply
User avatar
nature
Posts: 138
Joined: Fri Dec 19, 2008 1:46 pm
Location: Rio de Janeiro, Brazil
Contact:

Rio's Slums - V1

Post by nature »

Well, this is my first map, and I'm already very proud of it as the result is better than I expect :D

So, there it is:

Map name: Rio's Slums

Map Description:

After decads of abandon and despise of the governors, the city is finally in war. The Traffic chiefs fight againts thenselfs to have the whole control of the capital.

This map is placed on the main part of the Rio de Janeiro city - Brasil, having it territoties based in the location and adjacents neighborhood of some slums of the city. The bonus areas correspond the biggers, famous and most powered slum's, that sum the small ones, form complexs that "control" their own locations.

Territories: Medium size - 42

Gameplay features: It have a simple gameplay. The one who control all the slum's will be the Traffic big chief and will have the control of all the Rio de Janeiro city.

This is the big map (840x800)
[bigimg]http://i90.photobucket.com/albums/k249/TGangel/mapa_grande.jpg[/bigimg]

I know it's simple, but I wanted to make this way as I don't know very much of photoshop too... :oops:
Please, comment here about this map and it's design. I don't know too how to make the XML, but I really wanted to make this map. It will be a pleasure to play in my city :D
Last edited by nature on Mon May 11, 2009 2:10 pm, edited 1 time in total.
User avatar
Lobster Crush
Posts: 93
Joined: Sun Mar 18, 2007 12:18 am
Location: Winneapolis, Minnetoba

Re: Rio's Slums

Post by Lobster Crush »

This is a solid start for a first draft, especially for a first timer's first draft!

Gameplay seems ok. I'm curious why Mal Hermes & Vila Cruzerio can attack each other? Doesn't seem logical to me (though it does help gameplay).

Graphics-wise it could still use some work. It is pretty generic looking as-is. What about giving it a bit more grit to reflect the slum theme, and maybe a bit of Rio's nightlife?

Looking forward to what develops,
LC
User avatar
nature
Posts: 138
Joined: Fri Dec 19, 2008 1:46 pm
Location: Rio de Janeiro, Brazil
Contact:

Re: Rio's Slums

Post by nature »

Thanks very much!!!

Mal hermes attacks Vila Cruzeiro just to help gameplay. ;)

Ok, I ll try that, but I'm a kind of low as I'm not good in photoshop.


More opinions? :D
User avatar
danielcmr
Posts: 235
Joined: Mon Sep 03, 2007 6:59 pm
Location: Braga - Portugal

Re: Rio's Slums

Post by danielcmr »

I can call this a great start. Keep it up... ;)
As life goes on... just a good guy! :)
______________________________________________________________

Best: #172 - 2656 pts. - 22.Feb.2010
User avatar
Premier2k
Posts: 492
Joined: Tue Oct 02, 2007 5:53 am
Gender: Male
Contact:

Re: Rio's Slums

Post by Premier2k »

Is that forest between the bonus areas? If so, why not put a forest in there? Maybe you could add paths through the forest to indicate attack routes?
I'm not too fond of the sea, but your gonna be tearing your hair out with that as I know from experience! :lol:

Keep up the great work!

Premier2k
User avatar
nature
Posts: 138
Joined: Fri Dec 19, 2008 1:46 pm
Location: Rio de Janeiro, Brazil
Contact:

Re: Rio's Slums

Post by nature »

Thanks, you'll try =D
User avatar
MrBenn
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Rio's Slums

Post by MrBenn »

As others have said, this is a solid first draft.

It would be good to develop the feel of the map a bit more - it lacks any life/substance as it is. I can see that you've taken the gameplay of classic and tried to get it to fit your geography, but I'm not sure it works too well... the wraparound from Vila Cruzeiro to Mal Hermes has no logic to it at all, and some of the other paths (like the multiple connections between blue/liliac) feel a little contrived.

If you're going for a unique map, then I'd encourage you to develop unique gameplay to match it ;-)
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Merciless Wong
Posts: 199
Joined: Wed Feb 06, 2008 8:12 pm

Re: Rio's Slums

Post by Merciless Wong »

Wack a pair of helipads on the right provinces for your wrap around.
User avatar
RjBeals
Posts: 2506
Joined: Mon Nov 20, 2006 5:17 pm
Location: South Carolina, USA
Contact:

Re: Rio's Slums

Post by RjBeals »

Excellent first draft - way to go on you're first map. I'm going to follow closely, and I'll critique the graphics when I have more time. Just wanted to say nice work !!
Image
Merciless Wong
Posts: 199
Joined: Wed Feb 06, 2008 8:12 pm

Re: Rio's Slums

Post by Merciless Wong »

As a gameplay idea that explains why no one occupies the forest, why not make it a killer neutral territory starting at 50 armies marked "Jungle Mutants", "Regressed Savages", "Guerillas" or "Eco-revolutionaries". Whoever gets it, can attack any territory that has one of those jungle paths marked on the map.

To fit the civil disorder theme, why not add some rioters, police, fires or barricades on the map. They don't have to have a gameplay effect.

Then retitle or add a line of text to the map "After decades of neglect, Rio is rioting. Corrupt police, gangs and the military fight to rule in the ruins"

You could put army. navy bases in some territories ..which would explain the connection by helicopter.
User avatar
nature
Posts: 138
Joined: Fri Dec 19, 2008 1:46 pm
Location: Rio de Janeiro, Brazil
Contact:

Re: Rio's Slums

Post by nature »

I loved your ideas Merciless wong! It would really help the gameplay and the design of the map...

I am really busy now in college, but when I have more time I ll make the changes on the map!


Thanks very much for the help and opinions, I really wanna see this map in conquer one day =D
rjz115dude
Posts: 52
Joined: Sun Dec 07, 2008 7:10 pm

Re: Rio's Slums

Post by rjz115dude »

good idea for a map, original but how bout some more color and shadow and depth, that would make this map reach its full potential
User avatar
wcaclimbing
Posts: 5598
Joined: Fri May 12, 2006 10:09 pm
Location: In your quantum box....Maybe.
Contact:

Re: Rio's Slums

Post by wcaclimbing »

I'm surprised that this map isn't getting more comments.

I don't see anything significantly wrong with the map, its a pretty solid first draft.

Maybe you could just make a few changes here and there to get more interest.
Can't think of anything specific to suggest right now. Maybe just make a few small changes here and there, whatever you think would work.
Image
User avatar
MrBenn
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Rio's Slums

Post by MrBenn »

nature wrote:I loved your ideas Merciless wong! It would really help the gameplay and the design of the map...

I am really busy now in college, but when I have more time I ll make the changes on the map!

Thanks very much for the help and opinions, I really wanna see this map in conquer one day =D

Regular updates will help you to get the feedback and support to help you push this through... without any updates, the map will probably have to be put back on the shelf in due course :-(
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
el-presidente
Posts: 158
Joined: Fri Sep 19, 2008 2:14 pm

Re: Rio's Slums

Post by el-presidente »

I doesn't make scence that the Vila Cruz can attack Mal Hermes. It isn't like a map of the world where the ends boarder.
User avatar
nature
Posts: 138
Joined: Fri Dec 19, 2008 1:46 pm
Location: Rio de Janeiro, Brazil
Contact:

Re: Rio's Slums

Post by nature »

MrBenn wrote:
nature wrote:I loved your ideas Merciless wong! It would really help the gameplay and the design of the map...

I am really busy now in college, but when I have more time I ll make the changes on the map!

Thanks very much for the help and opinions, I really wanna see this map in conquer one day =D

Regular updates will help you to get the feedback and support to help you push this through... without any updates, the map will probably have to be put back on the shelf in due course :-(


I know, I just cant do anything now for personal problems...but in the middle of the year, maybe in August, Ill work hard in it! I really loved the ideias people posted here and I wanna try, but I need to study how to do that, I dont know the programs to well, so it lates me...

el-presidente wrote:I doesn't make scence that the Vila Cruz can attack Mal Hermes. It isn't like a map of the world where the ends boarder.


Answering again, its to help gameplay...it ll make sence and I make the changes, it ll become something like this:

Merciless Wong wrote:As a gameplay idea that explains why no one occupies the forest, why not make it a killer neutral territory starting at 50 armies marked "Jungle Mutants", "Regressed Savages", "Guerillas" or "Eco-revolutionaries". Whoever gets it, can attack any territory that has one of those jungle paths marked on the map.

To fit the civil disorder theme, why not add some rioters, police, fires or barricades on the map. They don't have to have a gameplay effect.

Then retitle or add a line of text to the map "After decades of neglect, Rio is rioting. Corrupt police, gangs and the military fight to rule in the ruins"

You could put army. navy bases in some territories ..which would explain the connection by helicopter.


But thanks very much again for the help =D
User avatar
MrBenn
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Rio's Slums - V1

Post by MrBenn »

[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Post Reply

Return to “Melting Pot: Map Ideas”