Boler wrote:Interesting game play, it looks like it would work, but you would need a better opinion than mine for that.
Besides that, for a start I would make the warrior group's areas who have 3 warriors a shade darker than the ones with 2 warriors. It would make it easier to judge bonuses.
And the tree layer should be above the *rocks on edge of river* layer. One tree is underneath the rocks.
Dibbler wrote:This looks very interesting and look forward to seeing this get done. Quick question for better understanding. What do you mean by degrading neutrals? Do you mean after they are taken they degrade as per normal or is there some other plan that you have?
natty_dread wrote:Well, for a first draft this looks pretty good. Which graphics software are you using?
natty_dread wrote:The first thing that I would advise is to get rid of all the line connections and replace them with territories & borders. Seriously, it's like a mess of lines there, making for a very confusing look, and you need to simplify this a lot - when I say simplify I don't mean the gameplay, but the visual look of the map... you need to make the map easier to read, and eliminating that criss-cross of lines is a good first step towards that.
natty_dread wrote:Secondly, you have lots of pixelated lines. Depending on what software you're using, it may or may not be easy to fix.
natty_dread wrote:Thirdly... you have the right idea with using textures on the map, but they will need some work. Especially the canvas effect on the right/upper right of the map - the left side looks like it's trying to imitate grassland terrain, so why would you have a paper/canvas type texture on the right? The cork texture on the legend is pretty nice though. But why is there a bare slab of grey in the middle? It looks bland compared to the rest of the map.
Anyway, keep on working, there's good potential here.
natty_dread wrote:You can have troops decaying by any amount, but it only works down to 1 troop, and it doesn't affect neutral troops, only player troops. The territory can start neutral, but the neutrals won't decay, only the player troops will after the territory is conquered.
Alternatively you can have killer neutrals, which are territories that reset to neutral at the beginning of your next turn.
koontz1973 wrote:Any tips to help solve this problem or a point in the right direction would be gratefully accepted.
koontz1973 wrote:Your aims/design style: To design a map that people like. Design style is old school. To many complicated maps coming out of the foundry.
Uniqueness: Nothing inherently unique, but it is a well known small scale battle that took place over a very limited area.
Dukasaur wrote:koontz1973 wrote:Your aims/design style: To design a map that people like. Design style is old school. To many complicated maps coming out of the foundry.
It's "Too many" not "To many" Other than that, very true...Uniqueness: Nothing inherently unique, but it is a well known small scale battle that took place over a very limited area.
And the scene of one of the greatest war movies ever made! I would mention that in the intro, for those who don't immediately get it.
I think the term "killer neutrals" needs to be replaced with something else. Define the area and show it in the legend. Most of us know what a killer neutral is, but a map is supposed to give all relevant information even to a person who has never played before.
Dukasaur wrote:It's "Too many" not "To many" Other than that, very true...
dagdam0r wrote:I believe it wats the battle of "Rorke's drift" and not "Rourke's drift", and it's not the battle with most victoria's crosses, it's the battle with most victoria's crosses for a single regiment (7)
koontz1973 wrote:But I take your point and have changed the wording a bit to stop confusion. I wanted it in as it is a remarkable feet but if anyone can come up with a better wording, I will put it in.
koontz1973 wrote:Dukasaur wrote:It's "Too many" not "To many" Other than that, very true...
The use of too or to is subjective. To use too, it applies that it is in the extreme. There are complicated maps coming out of the foundry but there are still some very nice classical game play ones coming to.
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