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AndyDufresne wrote:This map probably could go to a new level if it had a greater theme (Golfe Du, California for some recent more dramatic examples)...or even with just a touch (Quad Cities recently).

Kabanellas wrote:I like it!! a good old style what-you-see-is-what-you-get-risk-map with a good number of regions![]()
..I don't like that some regions have the army box (like Cyprus or Sicily) and others don't. Unless they have different attributes....
Good work Natty!!!!![]()

Speaking of which, anyone like the idea of an additional collection bonus? Something like "resource centers" scattered on territories in areas with higher infrastructure... those could give something like +1 for first 4 and +1/2 for each beyond 4. Nothing major, just a sort of supplemental bonus.
natty_dread wrote:The army circles are only on places where the army number visibility would be poor without them. Like on small islands where the numbers would have to be partially on top of water. But maybe I'll change that later on, right now I'm more focused on the gameplay...
Speaking of which, anyone like the idea of an additional collection bonus? Something like "resource centers" scattered on territories in areas with higher infrastructure... those could give something like +1 for first 4 and +1/2 for each beyond 4. Nothing major, just a sort of supplemental bonus.
natty_dread wrote:AndyDufresne wrote:This map probably could go to a new level if it had a greater theme (Golfe Du, California for some recent more dramatic examples)...or even with just a touch (Quad Cities recently).
California, really? I don't think that's comparable in any way. With California, you have a small area with a distinct culture, or at least a smaller base of cultural themes that you can utilize. When you have an entire continent, with as hugely diverse set of cultures like Eurasia, I don't think you can do the same. There's no "Eurasian culture".
As for Golfe du, I don't really want to go toward the style of a paper map - it's not for every map, I've done it on some maps but I don't intend to do it here.
Anyway, I have some ideas on how I want to develop the graphical direction of this map, but I'm thinking I'm going to let them stew for a while, and get the gameplay more in place first.
Speaking of which, anyone like the idea of an additional collection bonus? Something like "resource centers" scattered on territories in areas with higher infrastructure... those could give something like +1 for first 4 and +1/2 for each beyond 4. Nothing major, just a sort of supplemental bonus.
I would like this one to keep its 'straightforward' gameplay. I know I usually advocate for complex maps but somehow this map seems pretty much solid just like it is - a good old region grabbing style map
AndyDufresne wrote:I don't think your map would be served by doing anything as drastic as those, or as Route 66 or any other map like that. However, Quad Cities had a nice touch of theme element, so did your Yugoslavia.
Kabanellas wrote:Yes, I understood that. But for the coherence aspect ot it I'd prefer to have all regions with (or without) circles.

AndyDufresne wrote:It is indeed probably a difficult thing to do. Widowmakers went with the easy route for the USA Map Pack---using texture graphics---but something like that would turn this map into a sad mess.
AndyDufresne wrote:I think your legend and title graphics may be the only way to do something, and to be honest, those look pretty good as they are for the most part.

Geger wrote:I like big map with easy game play (like world 2.1). I think it's better to add in small map (in legend) the number of bonuses for each region. I mean like in world 2.1, because it's easier to read.
Btw, I see something wrong about Bonuses for Eastern Asia.
Holding each sub-bonus we get 2,2,4,4 and 3, also total 15; but the bonus for holding all of them is 14
AndyDufresne wrote:This map probably could go to a new level if it had a greater theme (Golfe Du, California for some recent more dramatic examples)...or even with just a touch (Quad Cities recently).--Andy
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