cairnswk wrote:isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.
Ah BGD is one of the utilities - it's purple
Ah so it is!! that will work then.
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cairnswk wrote:isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.
Ah BGD is one of the utilities - it's purple
isaiah40 wrote:cairnswk wrote:isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.
Ah BGD is one of the utilities - it's purple
Ah so it is!! that will work then.
cairnswk wrote:isaiah40 wrote:cairnswk wrote:isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.
Ah BGD is one of the utilities - it's purple
Ah so it is!! that will work then.
Cool, i'll adjust the map and re=post. Thanks
Victor Sullivan wrote:Jeez, this is like the third time I thought I posted here already, ha.
Texture looks okey dokey to me! The new troop circles, however, look pixel-y to me.
-Sully
Gillipig wrote:I love how creative this map is! One thing though, the legend text describing that you need to hold at least one tribe to stay in the game is too small. I think you should either increase the size of it or change the text colour or texture to signalize that this is important information.
Victor Sullivan wrote:Thumbs up!
-Sully
isaiah40 wrote:Since there has been no real gameplay suggestions lately, and I'm happy with the way everything is right now, I do hereby brand this!
While this has been stamped, if any other game play issues are brought up, it is still expected that the mapmaker addresses those issues.
iancanton wrote:something i haven't noticed before: gerehu, renwara tais, outer mails and inland saut are effectively 3-region bonuses for purposes of calculating bonus drop probabilities in 1v1 games. if u put 3 neutrals on one region of each of these bonuses and also on on e of the viles regions (another 3-region bonus), then the starting regions will be 32 for 1v1, 22 for 2v2, 14 for 3v3 and 11 for 4v4, better than the current 15 for 3v3 and no worse for the others.
ian.
iancanton wrote:...
is there a reason why the tokarara neutral is only n2, while all of the others are n3? we ought to be consistent here.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK i can agree to that.napa nambis also can do with an extra +1 because of its 4 borders and large number of neighbouring enemy bonuses: +4 instead of +3.
good job with the bonuses otherwise!
ian.
GoodRedBaron0 wrote:Alright cairns, lets hash out these graphics,..
you're really gonna need to put some more work into this. There is a ton of awful looking stuff here.
The mountains aren't constant with their light source you got lighter sides where it should be dark and dark sides where it should be light.
There is a line on some of the tops that should be some sort of ridge?
The tribe markers are a mix of decent to just terrible...
Motu is just blurry
... and the Asaro one looks like a stormtrooper from Star Wars. Maybe its the glow, too bright/too wide/too yellow
You should add more different jungle trees to break up the monotony of the rest, its just the same background tree copied over and over in nice neat straight lines.
The thinner territories borders are too thin, they are pixely and jagged especially noticeable on lighter regions such as Napa Napa.
Why is the river water darker than the ocean?
Some territory names are getting lost, especially on the dark green of the parks.
I don't know if the shadow around the border of the map is necessary, it at least needs to be toned down
...it really seems bothersome when in contact with the playing surface.
cairnswk wrote:104 - 13 = 91.
If we add
1 - MV Macdhui (shipwreck)
1 - M7
* (making it an obstacle into the mountains from the north for the tribes invading)
* (i really don't want to make any Viles neutrals because they are already fronted by killer neutrals which makes them even harder to get from the sea)
we can get an 89 golden number - good for all except 5 and 7.
cairnswk wrote:iancanton wrote:is there a reason why the tokarara neutral is only n2, while all of the others are n3? we ought to be consistent here.
Yes. the salwara and pasis are killers and we thought 2 would have been big enough to overcome on these for attacking the sea routes.
Tokarara was made a 2 as the only token neutral at the intial stage.
I think tokarara should only be n2 as it is +2 with 6 borders.
cairnswk wrote:iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?
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