Conquer Club

City on the Lake - Big Map/Little Bridges

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

City on the Lake - Big Map/Little Bridges

Postby JupitersKing on Wed May 02, 2007 1:18 pm

City on the Lake

Image

Ledger:

Image

***
Image

Original

Image


The ledgend is Territories/Bonus, thus Corinth is eleven spaces and gives a bonus of 6 armies.


...the word 'attacks' is missing from the bottom of the ledger... 'One-way Reinforcements only, no attacks.'
Last edited by JupitersKing on Sun May 06, 2007 3:59 am, edited 6 times in total.
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Postby Wisse on Wed May 02, 2007 1:32 pm

to big legend, try to delete the legend, make the map biggger and put the country names in the countrys
Image Image
User avatar
Sergeant Wisse
 
Posts: 4448
Joined: Fri Oct 13, 2006 2:59 pm
Location: The netherlands, gelderland, epe

Postby ParadiceCity9 on Wed May 02, 2007 2:36 pm

i dont understand the legend...6/4? 11/6? and i also agree with wisse
Corporal 1st Class ParadiceCity9
 
Posts: 4239
Joined: Thu Feb 15, 2007 4:10 pm

City on the Lake

Postby JupitersKing on Wed May 02, 2007 2:43 pm

Yes, agree the legend is way to big, in fact the map will be as large as the entire ledger when it is through. I'll work on this in the next couple of days and have it posted when finished.

In the meantime I wanted to get it up and put out some ideas. This map was done up after the XML string for new ideas and incorporates some of those ideas into the map.

Namely, The Citadel, Lookout Island, and the three Bridge connectors are all BONUS SPACES and receive +1 army each turn.

The Citadel is a fort and receives a +1d6 defender advantage bonus when attacked, meaning they can roll 3d6 against 3d6.

All the grey bridge spaces are limited attack spaces and when attacked the attacker can only roll 2d6 against 2d6.

The sea route from Harbortown to the Wharf District is only open when a player controls all of Harbortown. I am thinking of adding yellow routes to the other Provinces when the player controls Harbortown and Corinth.

The small arrows in Magnolia Bluff represent the ability to reinforce Hillshire and Hornbull by repelling down the bluff. However attacking in either direction or reinforcing Magnolia Bluff is prohibited.
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Big Map & Seperate Ledger

Postby JupitersKing on Wed May 02, 2007 9:26 pm

Fixed the map and Ledger. Put them on the top post.
Last edited by JupitersKing on Thu May 03, 2007 2:49 pm, edited 2 times in total.
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Postby JupitersKing on Thu May 03, 2007 2:37 pm

Image

Slight movement of some of the Corinth borders and added names to the city. However, there are too many spaces to add names into the spaces...

So do I reduce the number of territories or leave them numbered?

Also, if anyone has graphic ability or knows where to find a few bridges laying around that would help reduce the area of the bridge and allow me to resize the land masses.

JK
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Little Bridges

Postby JupitersKing on Sun May 06, 2007 3:56 am

Changed the bridge spaces to smaller squares, still not ideal, but it will give me some space to resize the land areas. This is also why some of the lines don't reach land.

Still I need some input, take a minute and answer the new poll.

JK
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Postby weirdbro on Sun May 06, 2007 12:23 pm

You seem to have a lot of crazy rules, like 1 way reinforcement but not attack, the ferry route, and the bridges rule. Can the XML even allow those strange rules?
Sergeant weirdbro
 
Posts: 52
Joined: Wed Jan 24, 2007 6:33 pm

Not Sure Yet

Postby JupitersKing on Sun May 06, 2007 1:42 pm

weirdbro wrote:You seem to have a lot of crazy rules, like 1 way reinforcement but not attack, the ferry route, and the bridges rule. Can the XML even allow those strange rules?



I'm not sure yet. I put this one up mostly as a response to the XML string for new ideas. Several of those ideas are found in this map and the Warlords map I have posted here, http://www.conquerclub.com/forum/viewtopic.php?t=18248.

When the XML string plays out and ideas are incorporated or not I'll see where I stand. In the meantime I figure if I put up a map and actually show the idea 'on paper' that it'll have a better chance of passes (if possible).

JK
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Postby plysprtz on Tue May 08, 2007 9:54 pm

isnt it chineese checkers that has the p1 (PURPLE ONE) r1(RED ONE) effect maybe you could do something like that
1546 - top score
User avatar
Cook plysprtz
 
Posts: 471
Joined: Fri Mar 02, 2007 2:43 pm
Location: chicago

Postby JupitersKing on Wed May 09, 2007 5:06 pm

plysprtz wrote:isnt it chineese checkers that has the p1 (PURPLE ONE) r1(RED ONE) effect maybe you could do something like that


Do you mean forgo names all together?
"Oh Shit!" George Armstrong Custer, 25 June 1876.

7th Cav Productions
User avatar
Cadet JupitersKing
 
Posts: 145
Joined: Fri Dec 29, 2006 4:13 pm
Location: 1 Up

Postby mibi on Wed May 09, 2007 5:25 pm

JupitersKing wrote:
plysprtz wrote:isnt it chineese checkers that has the p1 (PURPLE ONE) r1(RED ONE) effect maybe you could do something like that


Do you mean forgo names all together?


no, thats a bad idea.

a geo map with out place names is just plain stupid.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby KEYOGI on Sun Jun 03, 2007 6:18 am

What should I do about the territory sizes?

Leave them small and numbered but rework the legend.
12% [ 2 ]
Leave them small and numbered but include the legend in the map space.
25% [ 4 ]
Resize the land area and put the labels on the map.
31% [ 5 ]
Cut 6-10 territories to make them bigger and label the map.
6% [ 1 ]
Cut 10+ territories to make them bigger and label the map.
25% [ 4 ]

Total Votes : 16
Sergeant 1st Class KEYOGI
 
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am


Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users