It's tough, I know. But such is the reality. Circus Maximus is objectively a bad map, no matter if there are people who like it and play it lots.
You're saying "I want to do this map because it'll be different", but just because something is "different" does not make it GOOD.
koontz1973 wrote:How do you attack Berlin if all your troops are in London? It is not so simple to work out. That is the big selling point for the 2 player games.
Oh please. You can get to pretty much any nearby square with 2, 3 moves, even with these knight rules of yours. It's fairly simple.
koontz1973 wrote:If you read the thread as a whole, there is a majority of views saying leave it simple without the bonuses.
I don't see that. I see mostly people who seldom visit the foundry, seeing something novel and supporting it... however, what I see is DiM:s points pretty much unaddressed, oh and this post of yours:
OK, DiM, I know you have your doubts, but so far you are the only dissenter. Because of that, I am going to continue with it. If it gets all the way to beta and plays badly like you expect, I will remove it and have it binned as an experiment that did not work.
Well, now you have two. Also, beta-testing is not meant for experiments like that. You're supposed to have a ready map for beta, beta-testing is merely a failsafe that is supposed to catch any hidden flaws that couldn't be detected in the development phase.
Also, even the people who really like the idea of the map are saying you should have bonuses:
Gillipig wrote:Haha like the idea. Reminds me of Circus Maximum in some way, just more complicated. We often see maps with complicated bonuses but awkward attack routes isn't as common. But no bonuses? Maybe I'm wrong but I think you should reconsider that.
isaiah40 wrote:I think the dot idea is the way to go. Instead of dots you could outline each square with the colors - stay away from the yellow as it is hard to see in the legend.
And Dim has been saying pretty much the same things as me about this map, and he has lots of experience in gameplay design.