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GoranZ wrote:Making the map SuperSize can give you more space between capitals.
GoranZ wrote:And additionally you can set all territories around a capital to be neutral with 5 units for example.
Just an idea that I don't know if it will work... You might wait for others opinion on this.
PS: I still support Foundry protest (as shown my avatar), but I can work on my maps...



koontz1973 wrote:this is your right.
koontz1973 wrote:OK, with the starting positions, have you gone through all of the options as it stands now?
Trapped territs - Have each of the capitals as a starting position with 10 troops on it. Capitals cannot attack or fort out so these ten troops are stuck there. Surrounding territs can attack the capitals so the losing condition can be applied. For this one though, you would need to get rid of the one territ starts and have random drops.
koontz1973 wrote:Move capitals - move the capitals to the legend like conquer rome. This gives more room for extra territs and another layer of gameplay.
koontz1973 wrote:Oneyed, as for the map, your legend is still too large. It is taking up to much room and can be shrunk (unless you move the capitals to it). This does need to be addressed.
koontz1973 wrote:The cutout, you do not need it. You have more than enough room on the map to draw it in. It will confuse some players, put others of playing the map, but for what ever reason, it is not needed. Please try to remove it. If you post a version with that area redrawn and it looks ugly, then fine, it can go back in.
koontz1973 wrote:Large map, did you just do a scale up of the small? If so, you will need to redraw the map from scratch as scaling up does not give good enough results. This is the reason we all start with the large.
nolefan5311 wrote:I don't like the idea of having capitals start with ten troops that cannot be used in any way other than to protect from the losing condition.
nolefan5311 wrote:The simple fix with the capitals is to make sure that each capital is the same distance from the closest capital.
nolefan5311 wrote:This might not be possible, so the other option is to make sure that the same number of neutrals is between the capitals (i.e., if two capitals have only one region between them like Myrcinos, then that region should have 4 neutrals, whereas if two capitals have two regions between them, make those two regions two neutrals each). It's a simple fix.
koontz1973 wrote:Get the discussion flowing and try to see if we can get this map better.
Oneyed wrote:nolefan5311 wrote:This might not be possible, so the other option is to make sure that the same number of neutrals is between the capitals (i.e., if two capitals have only one region between them like Myrcinos, then that region should have 4 neutrals, whereas if two capitals have two regions between them, make those two regions two neutrals each). It's a simple fix.
attacking 2 region with 2 neutrals is different as attacking one region with 4 neutrals, I think.
Oneyed


Dukasaur wrote:...
It would be nice to have a map that reflects the real strategic issues in the Pelo War. Good work!
koontz1973 wrote:Your font size is small and in places is very hard to read/understand. This needs to be addressed.
koontz1973 wrote:You have abbreviations on the right but it is missing some. I know they are in the cut out but if you are going to have a key for abbreviations, they need to go in as well.
cairnswk wrote:Dukasaur wrote:...
It would be nice to have a map that reflects the real strategic issues in the Pelo War. Good work!
Didn't Qwert do it well enough?

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