DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Ok, maybe not unstoppable. But they are too strong, mainly because their island territories connect.
A team of Dayston and Alliston is not quite as good, for example, even though they could potentially kill green turn 1.
if there's one thing I can't stand, it's a butterfingered walrus! Tennessee Tuxedo
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
Oh. I thought the outer islands started neutral. My bad.
if there's one thing I can't stand, it's a butterfingered walrus! Tennessee Tuxedo
DoomYoshi wrote:Fawkner is the strongest starting position. He can connect his 2 starts by taking a 1 neutral. Also, that 1 neutral borders the objective. Singleton could take it also. Since his island start is in the middle of nowhere behind a bunch of other starters, his ideal first turn would be to start gobbling the SW continent.
Dawson and Mair Doubles team: unstoppable. They can kill yellow turn 1. There may be other little things like this, I will keep looking.
Doom, remember, these positions are not the only things to start with. The outer islands all so start but with random deployment. So no, no one can be eliminated first turn but like a lot of larger team games, maybe it can be done. As for the different starts, they are deliberate so every game you have to come up with a different strategy. As you rightly said, for some, it is better to head into the middle but with the decays it makes it harder to hold. For others, the outside is better.
Oh. I thought the outer islands started neutral. My bad.
Not a problem Doom. Now that I explained that, do you think anything else needs to be done for either map?
Vertex Large islands top left have been split into two different bonuses. Less chance of a bonus drop. The only one that might get a drop in 1v1 games is bottom right (9 territs). I know this is frowned upon but I would like to leave it as is instead of splitting that up as well. New glows around the land for colour blind people. Added territ line that was missed till now between Cauda and Anticosti. Fixed rivers and land bleeds.
Click image to enlarge.
--------------------------------------------------------------------------------- --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- Austrum New glows for colour blind people. Like Vertex, the islands that run around the left side of the board have now been split into two bonuses. Fixed river and land bleeds.
Click image to enlarge.
--------------------------------------------------------------------------------- --------------------------------------------------------------------------------- --------------------------------------------------------------------------------- Both maps need to have the glow bleeds fixed.
Glow clean up done to both maps. Toned down the glows as well. Still work for the colour blind filters. Names slanted as well. Brought out for readability and glow made more prominent as well for them. Vertex
AndyDufresne wrote:Looking really terrific. Like the new glow and colors and the slanted names.
Is there a reason why Arctous looks all special font wise, and Meridiem doesn't? I may have missed something.
--Andy
Absolutely no reason for them to be different. Will get Meridiem and Arctout changed to be the same but different from the others.
EDIT: Both maps winning condition name has now been made the same. To give it a slight prominence over normal territs, the text is slightly larger and not on a slant. Vertex
AndyDufresne wrote:I kind of liked the special color / text for the central region of both maps...! That is what I meant.
--Andy
Your wish is my command, but I am not sure about this one just yet. On another note, I sincerely hope you do not stop coming into the foundry after your retirement. Your observations will be missed.
Both now have the older territ text for the winning condition. Vertex
The current font and color may not be best, but I like the idea of giving those central regions a little something extra, outside of simply slightly enlarging their text or something.
These two maps are probably my two favorites of yours.
The two central territs only for both maps now have a different font than from before but it is within the same family of fonts as all of the other texts but larger and stronger. Glow is also the same as other territs but more rigid and stronger. Vertex
Click image to enlarge.
Austrum
Click image to enlarge.
AndyDufresne wrote:These two maps are probably my two favorites of yours.