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Re: Phantasia Altitudinis [15/9] Page 1/4

PostPosted: Sun Sep 15, 2013 10:23 am
by isaiah40
Onward and upward!
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Re: Phantasia Altitudinis [15/9] Page 1/4

PostPosted: Sun Sep 15, 2013 12:20 pm
by koontz1973
Thanks isaiah for that. O:)

Pretty much everything is covered but 2 talking points would be the +1 for 6 connected regions. That is pretty hard on bonuses so will reduce to the +1 for 4 connected regions. Secondly are neutrals. The values seem pretty solid now so any one with objections to them should say why.

New version of the map tomorrow with all changes needed and a full game play run down for ian to look at. :mrgreen:

Re: Phantasia Altitudinis [16/9] Page 1/4

PostPosted: Mon Sep 16, 2013 3:45 am
by koontz1973
Changed reinforcements to 1 for 4 connected regions.
Improved some graphics.
Changed the mines and mons buildings. Now completely different from anything else on the map so no confusion with CB people.
Click image to enlarge.
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show: gameplay notes

Re: Phantasia Altitudinis [16/9] Page 1/4

PostPosted: Mon Sep 16, 2013 12:20 pm
by Trephining
In the "armies" section you have both:
1-15 regions = 3 armies, and
15+ regions = 5 armies

The situation of 15 regions is included in both of those situations, so you should change one of them.
Option 1: 1-14 = 3 armies, 15+ = 5 armies
Option 2: 1-15 = 3 armies, 16+ = 5 armies

Re: Phantasia Altitudinis [16/9] Page 1/4

PostPosted: Mon Sep 16, 2013 12:39 pm
by koontz1973
Trephining wrote:In the "armies" section you have both:
1-15 regions = 3 armies, and
15+ regions = 5 armies

The situation of 15 regions is included in both of those situations, so you should change one of them.
Option 1: 1-14 = 3 armies, 15+ = 5 armies
Option 2: 1-15 = 3 armies, 16+ = 5 armies

Good spot. Will amend it to 1-15 3 armies and 16+ for the 5 armies.

Re: Phantasia Altitudinis [16/9] Page 1/4

PostPosted: Mon Sep 16, 2013 3:56 pm
by cairnswk
koontz...something to think about for future GFX...
the forests, mnts etc, all look as though they're pasted onto the sandy coloured background.
we've recently had some discussion in France 2.1 about the mountains.
is there anything you could think of to make these aspects look as though they are not pasted on. :)

Re: Phantasia Altitudinis [16/9] Page 1/4

PostPosted: Tue Sep 17, 2013 1:31 am
by koontz1973
Sorted the region numbers as pointed out by Trephining/
Blended buildings into the map as suggested cairnswk. Done only a little as unlike mountains, buildings are plopped onto the terrain.
Click image to enlarge.
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Re: Phantasia Altitudinis [17/9] Page 1/4

PostPosted: Sat Sep 28, 2013 9:36 am
by Dukasaur
This map also has a very readable legend...:) I think I could play it with confidence.

Re: Phantasia Altitudinis [17/9] Page 1/4

PostPosted: Sat Sep 28, 2013 9:45 am
by koontz1973
Dukasaur wrote:This map also has a very readable legend...:) I think I could play it with confidence.

:lol:

How nice of you to say so. High praise indeed from one so esteemed. ;)

[Vacation - valid until June 2014] Phantasia Altitudinis

PostPosted: Sat Sep 28, 2013 10:14 am
by Dukasaur
What are the names of the different towers, and do they represent anything historical?

It would be nice to have some kind of context through which to interpret what I'm supposed to be seeing. I know there isn't room for this on the map, but you could put it in Post 1, and anyone (like me) who cares about that kind of detail could click on the [link to Discussion thread] when selecting the map, and read it.

Re: Phantasia Altitudinis [17/9] Page 1/4

PostPosted: Sat Sep 28, 2013 11:03 am
by koontz1973
Dukasaur wrote:What are the names of the different towers, and do they represent anything historical?

It would be nice to have some kind of context through which to interpret what I'm supposed to be seeing. I know there isn't room for this on the map, but you could put it in Post 1, and anyone (like me) who cares about that kind of detail could click on the [link to Discussion thread] when selecting the map, and read it.

Added to post one. Nice idea, shame I cannot write what I want to write though.

Re: Phantasia Altitudinis [17/9] Page 1/4

PostPosted: Wed Oct 09, 2013 12:23 pm
by koontz1973
Dukasaur wrote:What are the names of the different towers, and do they represent anything historical?

Sorry Duk, I missed this part. All the names are Latin as all of the region names.
Tower one, Tower two and hilltop. Sorry that it is not anything more interesting.
Small changes. Too minor to say.
Any gameplay ideas guys or is this good to go?
Click image to enlarge.
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Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sat Oct 12, 2013 10:06 pm
by DearCyrus
It all sounds good... Once it gets in beta I'm sure You will do some tweaking, though.
I think Gameplay looks alright. Graphically, the trees/forests look very cut and paste in comparison to the awesome mountains. I don't know what you would do about it . Maybe less detail? It sounds strange, but it may help it look more natural.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sat Oct 12, 2013 10:08 pm
by koontz1973
DearCyrus wrote:It all sounds good... Once it gets in beta I'm sure You will do some tweaking, though.
I think Gameplay looks alright. Graphically, the trees/forests look very cut and paste in comparison to the awesome mountains. I don't know what you would do about it . Maybe less detail? It sounds strange, but it may help it look more natural.

Trees or forests?

But again, I am just waiting on ian to give me a look and stamp before I redesign anything now.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sat Oct 12, 2013 10:39 pm
by DearCyrus
I understand that... The forests in particular seem out of place to me.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sat Oct 12, 2013 10:53 pm
by koontz1973
DearCyrus wrote:I understand that... The forests in particular seem out of place to me.

Will have a look for you in changing the up. They do seem a little off but not so much as they worried me. Will see what I can come up with. As the graphics are not part of any part of the game play, I could just remove hem completely and add more trees and mountains to the map.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sat Nov 02, 2013 6:10 pm
by generalhead
Awesome looking map. I am glad you changed it to four connected regions in a row for the bonus instead of six. For all of the forests I would just do like you did on the south side of your southern forests and throw some random trees right on the edge. This will break up the smooth lines that you have at the edge of your forest. Game play looks good as as far as I see.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sun Nov 03, 2013 1:38 am
by koontz1973
Thanks GH for that, And also the bump. Just waiting on the game play boss to look this over for me then I will get the graphics finalised.

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Sun Nov 10, 2013 2:46 am
by koontz1973
Just did a clean up of the image.

Click image to enlarge.
image

Re: Phantasia Altitudinis [9/10] Page 1/5 GP???

PostPosted: Fri Dec 13, 2013 4:09 pm
by iancanton
koontz, i have to apologise for having overlooked this map, which is not a fate it deserves!

given the existence of a negative bonus, is there a minimum deployment of 3, to avoid the situation of someone being trapped in a kind of living death while his opponent takes his time to kill him? if a player holds the brown tower plus both grey towers, then is his deployment reduced by -2? whether a player might think so will depend on if he's just been playing one of the AoR maps.

mind u, i don't see the negative bonus being held very often. why would anyone want to go thru 5 neutrals to capture the brown tower? it appears that its auto-deploy troops will form an ever-increasing stack that cannot actually go anywhere. perhaps it will play a more logical role if it is made part of the victory condition, although this does not solve the problem of the trapped auto-deploys.

the decay to 1 army will make the burning castles virtually impassable in trench mode. are u sure u don't want to make them k2 killer neutrals instead?

the winning condition can be more clearly expressed by showing 2 town symbols.

ian. :)

Re: Phantasia Altitudinis [10/11] Page 1/5 GP???

PostPosted: Mon Dec 16, 2013 8:47 am
by koontz1973
Can I please have this map moved over to vacation please. I see no reason to make a map to only have it stopped at the final hurdle by the administrators. This affects all my maps within the foundry and I have posted this in all threads. I will no longer take part in a process that is being held hostage by the whims of a few.

My sincerest apologies to all who have taken the time to look at this map.

koontz1973

Re: Phantasia Altitudinis

PostPosted: Mon Dec 16, 2013 10:07 am
by isaiah40
[Moved]

At the request of the mapmaker, this map has been placed on vacation for a period of 6 months. After the 6 months the map will be considered Abandoned. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

isaiah40