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koontz1973 wrote:dolomite, I think you are heading in the right direction. Tuesday and Wednesday are my long work days so have less time to look at maps in the drafting room. But I like this direction and do have some ideas/suggestions. Give me till tomorrow and let me have a long proper look at it and will post it all then. You have not been forgotten.

koontz1973 wrote:Title. Why krazy kingdoms? When I look at the map I see lots of different species all having there own lands and abilities. What makes that crazy? Seems pretty much the norm for modern society now. I like the kk thing going on in the title but krazy seems wrong and maybe a different k word can be found to suit better. Just do not add another k to it or you will get kkk.![]()
koontz1973 wrote:Story. This is nice and you should keep it in if at all possible.
koontz1973 wrote:Map.Not sure having the neutral 7 will stop round one eliminations in large team games. They also throw the map off balance because, of the high neutral it just seems out of place. An idea would be to drop them back to three or even a two and come up with an impassable for all of the territs that start and the seven. So Forest 1 and Swamp 1 cannot attack Mountain 1. Players would then need to go through 3 territs before attacking another player.
Graphics. Whilst I have no problem with you recycling graphics from earlier maps, those monsters are not the best thing to use.I know you are in the early stages and really do not want to spend time on graphics whilst things are still being sorted, please come up with something for the map graphically. Colours are very bright and need to be more subdued but also a different texture for each land and sea would be good to see.
koontz1973 wrote:Starting positions. You have a 3 on the kingdoms and also on the starting favoured territ. Is this how you plan to have the starts? Why not have each player only start on there kingdoms. Not to sure how this was going to be but if it is only the kingdoms, an arrow to the starting territ would be nice. It might be the only territ it can attack but the visual aid would really help non English players. If you plan to give both to players, still add the arrow.
Positions. As you are going to have starting positions on the map, you can tell the xml the starting troops. This will also stop players in team games manual deployment stacking one player. Further reducing the need for the high neutrals.
koontz1973 wrote:Auto deploy. +3 is way to high. A +1 will suffice. Remember, in chained and adjacent reinforcement games these are likely to be left out of the game after round 2 or 3 and will just be built up over rounds. In unlimited games, it gives a lot of troops to players.
koontz1973 wrote:Text. A lot of text and a lot of small text as well. Do me a favour and scale the map down and see if the text fits is readable.

koontz1973 wrote:If you do use an impassable, not sure if anything can be found as the normal ones would go against the theme of the map. Mountains with mountain people on do not work. Rivers and forests also for the same reason. But I will have a think on it as well.
koontz1973 wrote:For the monsters, maybe something out of mythology would look good as you have a lot of old world elements here already.

koontz1973 wrote:dolomite, I know it is slow in the foundry at the moment and I really want to get this moved on. Keep working on your Game play aspects as you seem to of solved most issues that I can see and the GP mods will get you the rest of the way. But right now, I need you to think more of the graphics. Can I ask you to start working on these issues...
koontz1973 wrote:Icons, none of them seem to match and if you add more, best to get these in one style now and save work later.
koontz1973 wrote:Texture, what if any are you going to use on the map.
koontz1973 wrote:Impassable, I liked the idea of magic coming in here but the blobs do not do that justice.
koontz1973 wrote:Colour scheme, please please tone it down.
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