now im trying to figure how i could put different region/continent/spaces in it that would make it an effective map. Also adding a creative ideas to it. (there were a couple of islands in the middle of the rivver, that looked you could easilly make a bridge to it. SO im adding that in.
How do i post up a picture/drawing. Can someone work with me with it as well. im not very graphically gifted.


Stars/Asterix **** are capitals/bases...
the X/water hazard regions connect with all land masses it touches, it's only not allowed to attack bridges... You'd need to protect all 8 of it's regions accordingly because all 8 water hazard regions borders 20 regions....
There are 127 spots
6p game= 21 regions/ each (so people get a +7 starting deploy); 1 nuetral
5p = 25 each(+8) ; 2 nuetral
4p = 31 each(+10) ; 3 nuetral
3p = 42 each (+ 14) ; 1 nuetral
2p = 42 each (+14) ; 42 nuetral
The map is slightly bigger than World 2.1. I understand teh map is symmetrical, i did it because i suck at drawing, but also cus i didnt want to give one side or the other too much of an advantage guess im bad at weighing stuff out. Hence i added all the bases and all the Water Hazards and side bases.
There are 8 water hazards...
However there are also 9 bases/capitals (which give +1)
So everyone will start off with various deployment bonuses...
Some people have expressed the concern of people starting off with three water hazards and gettign -6... while everyone else might own three capitals (+1) This would give an extreme advantage and an extreme disadvantage to one player. (What have u guys never played a map where you were born with all of your guys spread out evenly while an enemy was born practically owning a whole continent?) It happens, get used to it. If you hold three water hazards,, there are 5 other water hazards that will be going to the rest of them, so dont worry. Plus if u hold a water region. Noone is going to want to attack it, allowing you to be on the offensive. All water regions border strategic place and override any specific bottlenecking situations. Also 4 capitals (=1 regions) are directly, touching waterhazards, while 5 capitals are sitign just one region away.
Owning all the water hazards, you gain 32 (this is to negate the -2 effect) Resulting in only gaining + 16 ...
This map is really based of of Paint ball alot because it's all about taking and holding stategic points. Everyon ins CC is used to people bottlnecking their entire armies in llike NE brasil, panama and tierra del fuego in world 2.1 to hold South america conintent. the same would normally occur in my map... people holding the south east or the south west or the middle island by just bottlenecking their forces on the bridges as that the bridges are qoute un qwoute the only routes for crossing down there. HOWEVER having the water hazards provide a new answer. You can pass through a waterhazrd to attack them, overriding their protective stand point/bottlenecking. Doing this will come at a price however, resultign in you owning a region with -2 properties.. however...it'd could be worth it to get rid fo their island bonus.... plus if they own the whole island... they will mostlikely attacking through the bridges as that the bridges safely connects them to the other regions. and they wouldnt want to go through the water as it'd negate their bonuses... so they can offensviley...bottleneck their troops on the bridges and be able to protect and effectively attack... or play it the defenseive method and protect each island region that connect to the water and bridge in an equivalent manner, however doing this... seriously dis-enables their ability to attack.
The good thing abotut watr hazards are that they are wiide and cover a good amount of area, making certain regions that seem priorily inaccesible.... accesible.
the bridges dont seperate the water hazards...
So the water hazards has it's own strategic purposes...however it can also giveu a bonus if u own all 8, whihc also mean protecting all 8 as that it borders 20 regions...owning it gets u 32...whihc translates into 16 really after all -2 properties of the water hazards are taken away...Double edged sword in that. if you choose to take that path...yeah sur eu might get 16 bonus guys a turn... however the moment someone takes away ur bonus... , leaving you with 7 water hazard that translates into -14.... you'r screwed... but it defintly has it's strategic purposes.
The train tracks... im not quite sure if i might keep them in. I put them there because thats how it is in RL. However i wanted to make the game play and feel more circular, less vertical or horizontal. The rail road tracks are the quickest route from west to east... Also holding both railroad tracks, gives u a great bonus too.
So technically this game can be played from red base, blue base, railroad encampment, south east island and south west island...
In relation to blue and red bases... you only get the higher bonuses, if u own the entire region...so if u own red and brown but you dont own pink....you still get no bonus.