The title, backstory, and presentation of the legend will all be subject to change. As will the region circles, territory names, boat/trail routes etc.
As I posted on the first page, I need comments about gameplay. Yoshi's comment was particularly useful because it referred to individual start positions and how they could be altered. Incidentally, I've added some temporary region names so that helpful commentators may refer to specific parts of the map (for the time being, you'll have to say "A3 on option B" etc).
I wasn't completely happy with the double-bonus at the top-left. It may be possible to code start positions so that no one player ever drops with the nearby start positions, but that's getting into a touchy area as far as I'm concerned with this map. Subsequently, I've come up with two maps.
Comments and justification are preferable, but voting in the poll will take only a few seconds and will be much appreciated.
Intermediate regions can be added/removed at will, but I'd like an opinion on these two proposals overall (the only difference is at the top left):
OPTION A
OPTION B
Oh, one important thing to consider when stating that "X is better because it's closer to Y bonuses" is how much stress is on each bonus region; how many other start positions can attack it and how likely they are to do so. Ideally, this would be played with fog of war, but I'll make sure it's compatible otherwise.
DiM wrote:the first thing i see when i look at this map is bottlenecks. there are so many bottlenecks i'm not even counting. the center map can be held with 1 border. the 2 big islands (N and SE) each has just 2 borders that need to be defended. and movement is very linear.
I was waiting for this comment to pop up in this thread. A major aspect of this map is that linear-ness. You make several decisions in your first moves. You decide where you will deploy, and which way you will go with your troops. If you were to take away all of the intermediate regions, I think you'll find that the other regions fit together quite nicely. If you see a bottleneck, defend it. You may well leave your other side weak, but that's just it.