Thanks for all the support, feedback and patience guys...
Here's an update. It's definitely a draft - very unfinished. But I've tried to represent some graphical elements and gameplay concepts that I need feedback on.
- Click image to enlarge.
Changes:
1. Eliminated level A and replaced it with camps as starting points which one-way assault the pyramid and cannot be attacked - only bombarded from the summit.
2. Gave the A level camps ability to bombard up to level D. That should help to break through the neutrals with the auto-deploy on camps. (the concept is slings, arrows, etc)
3. Reworked the graphics for stone walls and stairs on lower and right sides. Pay particular attention to the lower right corner. Worked on graphics for stone paths on each level with grass growing between the stones.
*Will apply these graphics to the rest of the ziggurat eventually.
Concept-theme issues:
1. This could be an Inca theme. I could name the camps around different Incas or notable warriors. Actually one of the inspirations of this map graphically is the Inca fortress of Sacsayhuaman (guess how the tour guides love to pronounce it!).
2. Or, since it is a kind of cross between Aztec and Inca architecture the theme could be "what if the ancient powers of the Americas had clashed..." Each side of the pyramid could be a different force: Inca, Aztec, Maya, Conquistadores. Would have to represent each graphically with their own weapons & dress, etc.
3. I'm thinking of creating an altar or temple to the sun on the summit with the idea that whoever controls it can bombard the camps - religious influence allows them to dominate the other powers... Not entirely clear on the plot yet.
Gameplay issues:
1. The core concept in this map is
high-ground. The best way I've come up with to reflect the tactical advantage of high ground is the combination of bombardment and auto-deploy. There have been conflicting opinions on this one as well as on the neutrals up the pyramid.
2. What do you think of giving the camps bombardment UP the pyramid? Is seems a bit contrary to the original concept, but may provide balance and speed things up.
I probably need to clarify this in the map legend: A10 can bombard B13-19, C09-13, D05-07.
There are probably some other things I'm forgetting, but I want to get this update out there and hear the feedback. Please discuss/debate!
(And I forget who suggested some of the things I implemented in this update, but thank you!)