
Map Name: Ziggurat
Mapmaker(s): Jonofperu
Number of Territories: 65 (16 starting spots)
Special Features: Battle for HIGH GROUND! Auto-deploy bonuses which increase as players conquer higher ground; higher levels bombard all lower levels; starting spots with auto-deploy that one-way attack the pyramid and bombard the first 2 levels on their side. The summit E01 is the only territory that can kill starting spots.
Map Image (v7):
What Makes This Map Worthy of Being Made - The creation of Ziggurat:
The main reason for creating new maps aside from a change of scenery, is to provide new and interesting mechanics or strategy. There is a particular major factor in historical warfare that I haven’t seen represented. I may have just missed it and there are certainly similar concepts out there (King’s Court archers?), but I think we need a map that has it.
I got to thinking that I would like to create a map that reflects the advantage of taking the high ground. I thought of calling it, “King of the Mountain”, but that’s taken.
How then do you represent the advantage of high ground in a Risk game? We can't create a roll advantage (and probably wouldn’t want to), so it would have to come through in two things (at least these are what I’ve thought of so far).
1. On the high ground you are protected from attack while able to bombard or attack.
2. Extra bonuses / auto-deploy.
Any high ground should give an advantage, hence the auto-deploy bonuses on every territ rather than zone bonuses.
TO DO:
Graphics
1. Draw shadows (the shadow at the bottom is a sample
2. Create unique patters on stone walls: randomize.
3. Draw "camps", etc. Possibly draw a river valley around the Ziggurat with bridges from camps to ziggurat. (yikes! for how much work that would be)
Gameplay
Define levels of neutrals/autodeploy.
Confirm bombardment scheme for camps & summit.








