Moderator: Cartographers
ender516 wrote:Glad to see this back!
The blue colour of the Havens is not very noticeable. The only names that seemed blue at first glance are the Wheels, so the legend seemed to suggest that they one-way attacked each other. Reexamining the map, I see that the Havens are the street regions other than Wheels which are not on a bloodstain. I was about to suggest that the Havens use a colour a bit more in contrast to the street grey, like a pale green, when I realized that the Zombie street regions were using a green. A more saturated blue might be more obvious, but it might lose contrast. Of course, the Wheels looked blue to me immediately. Would it confuse anything if the Wheels and Havens used the same text colour? The Wheels are distinguished by the truck icon.
ender516 wrote:Forgive me for not reading back, but the legend doesn't make it crystal clear: how do the Wards work? Holding one gives you an additional +1 for every 4 regions held overall? Will holding both give +2 for every 4 regions held overall? (There are only two, right, the Relic and the Tome?)
isaiah40 wrote:Welcome back Marshal!! Glad you're bringing this one back to the living dead!!
Top Dog wrote:I agree with ender, First thing I thought when I saw this was the blue "havens" not really looking blue... could you just swap the colors from the armored car/meat wagon to the street territories??
Sully wrote: kinda liked the term "cabal" over "gang". A church "gang" seems a bit oxymoronic, no? Even "faction" would be better IMO.
The gangs shouldn't be tied to their respective bonus areas, given the losing conditions. IMO you should make it so that anyone can hold any bonus area, regardless of which gang(s) they start with.
Under the "Gangs" section of the legend, you could use those blood splotches like you have for the zombie regions for "you will die" to add some extra oomph.
Avoid putting gangs at the edge of their bonus area. They should be sufficiently protected, methinks.
Sully wrote:Not fond of the Comic Sans-esque font used for the street regions, it certainly doesn't scream "Aaah!! Zombies!! They're gonna eat my brains!!"
Sully wrote:The largest zombie at the top of the map - there is a line going over the middle finger of his right hand.
MarshalNey wrote:Two questions:
Is it possible to have an "OR" losing condition- e.g., hold at least 1 gang OR hold more than 6 regions in order to survive?
Would you (or Ender) be willing to do the XML for this map?
ender516 wrote:Ooo, ooo, pick me! My other maps have stalled.
MarshalNey wrote:Is it possible to have an "OR" losing condition- e.g., hold at least 1 gang OR hold more than 6 regions in order to survive?
ender516 wrote:I was in such a hurry to volunteer for the XML, I forgot to answer the first question, so I tweaked things.
Top Dog wrote:It's awesome that Marshall can get some help w/ the map, definitely is going to speed things up in the long run. And of course I think whoever does XML coding can get the medal for helping w/ the map!Especially since I just threw together my rough drafts and offered some suggestions here and there!
As for the street fonts... I don't personally mind them... but if you want to mess w/ a few ideas and upload 'em that would definitely help!
and, are you going for a "feudal war" type gameplay w/ the Faction HQ's being like castles? and you lose your castle and you're kinda screwed?
<requirement>
<name>One Gang or One Haven</name>
<components>
<territory>Executive Offices</territory> <!-- Machiavellians -->
<territory>Star Chamber</territory> <!-- Aarchons -->
.
.
.
<territory>Custard Stand</territory> <!-- Haven -->
<territory>Grate</territory> <!-- Haven -->
.
.
.
</components>
<required>1</required>
</requirement>
ender516 wrote:Yes, it seems logical. Given the fact that objectives can use continents, why not requirements?
Users browsing this forum: No registered users