Victor Sullivan wrote:
What??? I completely disagree. Stalingrad is much different from this, as this map is simpler and not so overcrowded with cumbersome rules and symbols. I think you should keep going, Arghead. It seems like this map has more creative juices than Thyseneal. Heck, Thyseneal is a fictional place with nothing terribly new, so how does this rank that much lower to the point where it should be dropped completely? And who even cares about the accuracy of the story? Does it really matter that much? And if there are better ideas than this for him to go for, what are they? I think your reasoning needs more support if you want Arghead to throw away the time he's spent on this.
Victor, absolutely no offense, but you're pretty new to this whole foundry business, and you seem to still be at the phase where you get excited about any
new map idea...
The story is a very relevant part to the map. At this point, CC already has lots
of maps, so certainly it is getting harder and harder to come up with new ideas. And yes, in the past when CC had less maps, perhaps it was easier to get shoddier concepts through - case in point: Crossword. I never got that map (no offense to Jota, I just don't get the attraction.)
So what makes a good map? I'd say a good map consists of three elements: gameplay, graphics and concept. Two of them this idea/draft fulfills adequately, but the concept part - tying it all together, having a common theme that matches both the gameplay and the graphics part, that is what is currently lacking here.
You should first come up with a good story and concept for a map - a theme. Then come up with a gameplay that complements the theme - when I've explained this, I've always used Feudal as an example since to me, it's the simplest example of theme and gameplay working together well. So you have some feudal warlords with their kingdoms, and they each start with only their castle. So the castle is a resource on it's own with it good defenses and infrastructure, so it gives an autodeploy. Conquering peasant lands gives you more resources, therefore you get a bonus if you hold more territories in your kingdom, and additional bonus for holding villages, and so on... lastly, if you conquer all the castles of your rival warlords, you win the game. It's quite simple really - the hard part is coming up with a good idea/theme that carries the rest of the map.
Lastly, I'm stating my opinion about this particular map. I'd say it is possible to salvage this idea, but IH and Tacktix both raised some valid points that would need to be addressed - I honestly think it may be easier to start over with another project, and maybe return to this one at a later day.
But if you really want to make a tropical island battle scene, I'd suggest something Lost-ish: an island somewhere, with mysterious laboratories and doomsday devices, battle of good and evil and all that... my advice: forget the map for a while, just think of it as writing a story. In fact, you can even write the story, just forget the map at this point and focus on the story... then, when you have a complete storyline done, that is able to stand on it's own, start adapting it for a map. Then you can present the foundry with something that really shows that you have thought it through, and you'll have much easier ride through.
I see lots of graphical talent in this map btw.