Moderator: Cartographers
OK, but i've just noticed something else.Gilligan wrote:Great!
I still saw a few of those weird "amp" things, so I took the liberty of editing them myself and replacing it with "and". I also just noticed you spelled "Sacremento", and fixed that as well. I have attached the edit.

Oh, yikes, good call.cairnswk wrote:OK, but i've just noticed something else.Gilligan wrote:Great!
I still saw a few of those weird "amp" things, so I took the liberty of editing them myself and replacing it with "and". I also just noticed you spelled "Sacremento", and fixed that as well. I have attached the edit.
<objective>
<name>CP or UP</name>
<components>
<continent>UP and All Spikes</continent>
<continent>CP and All Spikes</continent>
</components>
</objective>
shouldn't there be a <required=1> in the bottom of that?

Thanks Gilligan. That version 3 of xml is attached below.Gilligan wrote:Oh, yikes, good call.cairnswk wrote:...
OK, but i've just noticed something else.
<objective>
<name>CP or UP</name>
<components>
<continent>UP and All Spikes</continent>
<continent>CP and All Spikes</continent>
</components>
</objective>
shouldn't there be a <required=1> in the bottom of that?![]()
Here's a fix for that. I just created two separate objectives so you can distinguish them.
Hi isaiah40, yes i've looked at the cow catchers and locos and thay have bevel and emoss on them, apart from removing that altogether, i think it is OK also...makes them stadn out a bit.isaiah40 wrote:Cairns, the only pixelation I see in on the cow catchers on the locomotives. To me they are passable. One minor not is the bridge on the CP line isn't directly under the circle, so just move the bridge over to the left a tad bit It's minor thing, but I have no problems with anything else! *pushes the XML over to Gilligan to get done*



Thanks Seamus.Seamus76 wrote:Great work! Very much looking forward to this one.




I sent a PM to blake a day or two ago to add you to the group so you can test it as well.cairnswk wrote:How lucky you are to get to do Beta testing.
I'm the bloody mapmaker and i don't even get a look in![]()
since Foxglove, IcePack, patrickaa317, and JaneAustin are the Beta team. Huh! how does that work?
Something definetely wrong there, 1st stage or not.
About the spikes, they are the essence of the game, and you'll not presuade me otherwise.
About the bonuses, they are off the main path since you have to conquer them and you can make a choice whether to or not.
What i'd like to know is...is the map worthy of 1v1 and the race status?

Thank-you GilliganGilligan wrote:...
I sent a PM to blake a day or two ago to add you to the group so you can test it as well.


Any feedback from this?i think the first part of this game really reflects the building of this line...fast across the plains and slow in the mountains
I thought the bombard position could be located away from the start position, like Reno or Sidney
Gilligan: but perhaps it would be better to have it on a 1 auto instead of a 2 auto
Gilligan: what if you have start point bombard the bridge still, but have Prom Summit bombard the start point
Gilligan: it would give you a way to prevent the other player from losing your game
Gilligan: that way your fate isn't sealed upon your player, you have a hand in it
Gilligan: but anyway i will make a post monday.

well, parachute would be okay with nukes or zombies. but we also agreed that zombie would be a game type to restrict on this map.cairnswk wrote:Thoughts from a Speed Game Limited, Parachute - but parachute is redundant since it is a straigth line (thanks Gilligan)
Any feedback from this?i think the first part of this game really reflects the building of this line...fast across the plains and slow in the mountains
I thought the bombard position could be located away from the start position, like Reno or Sidney
Gilligan: but perhaps it would be better to have it on a 1 auto instead of a 2 auto
Gilligan: what if you have start point bombard the bridge still, but have Prom Summit bombard the start point
Gilligan: it would give you a way to prevent the other player from losing your game
Gilligan: that way your fate isn't sealed upon your player, you have a hand in it
Gilligan: but anyway i will make a post monday.

Why restrict this to non zombie games?Gilligan wrote:well, parachute would be okay with nukes or zombies. but we also agreed that zombie would be a game type to restrict on this map.

Because it could make for never-ending games as nearly the whole map is autodeploy.koontz1973 wrote:Why restrict this to non zombie games?Gilligan wrote:well, parachute would be okay with nukes or zombies. but we also agreed that zombie would be a game type to restrict on this map.

I honestly do not see that as a problem. The auto before will take the next one in time. Might slow games to a crawl but that would be the risk players take when playing the map.Gilligan wrote:Because it could make for never-ending games as nearly the whole map is autodeploy.koontz1973 wrote:Why restrict this to non zombie games?Gilligan wrote:well, parachute would be okay with nukes or zombies. but we also agreed that zombie would be a game type to restrict on this map.

I think that is best left as a player option...and if players go to the never-ending story...surely there must be a stage when one player will get complete advantage over the other.watsy wrote:I feel that this map shows great promise but my one and only suggestion is that it is played with a round limit in play to prevent this being a never ending story

players choice agree but my choice will be round limit of 30 and i will be playing it wish me luckcairnswk wrote:I think that is best left as a player option...and if players go to the never-ending story...surely there must be a stage when one player will get complete advantage over the other.watsy wrote:I feel that this map shows great promise but my one and only suggestion is that it is played with a round limit in play to prevent this being a never ending story![]()
I also noticed that in one test game, it is indeed taking a while to get start from Sacremento.
This in fact, was not uncommon because of the need to gather supplies and get labour together.
While it is tedious, and i am particlarly finding it that way...yes i have captured Newcastle but getting those Govt. grants is proving very difficult...it is part of the gameplay and the decision made as per roll of dice.
Some players will not like it...but then some players will have always better luck than others, and there is nothing one can do to re-balance in that stake.
I agree. Zombies will introduce and element of randomness and luck that I think would be particularly fun on this map. Same reason people play doodle nukes, you can get really lucky or really screwed on such a small map.koontz1973 wrote:I honestly do not see that as a problem. The auto before will take the next one in time. Might slow games to a crawl but that would be the risk players take when playing the map.Gilligan wrote:Because it could make for never-ending games as nearly the whole map is autodeploy.koontz1973 wrote:Why restrict this to non zombie games?Gilligan wrote:well, parachute would be okay with nukes or zombies. but we also agreed that zombie would be a game type to restrict on this map.

Get it into play first on the main site before any changes are made. So few games can never be an advert for change.cairnswk wrote:So do players testing this map think it is relatively balanced ?
or do we need to adjust some neutrals ?
