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PostPosted: Wed Dec 19, 2007 8:27 pm
by oaktown
Kaplowitz wrote:Omg, the mts are beautiful!

thanks... I'm especially proud of the volcano up north. :)

PostPosted: Tue Dec 25, 2007 9:40 am
by SWeko
I really like the artwork and the color scheme, please don't change it (much).

However if the cities don't start neutral there might be severe imbalance in the initial drop for 2 and 3 player games (and that usually works against me).
I'll try to work out the probability later, if i have the time.

I would suggest making the cities neutral, and adding a couple more territories to offset the 36 terrs problem (39 should be fine).
Additionally, the cities could start with only 1 or two neutral armies...

PostPosted: Wed Dec 26, 2007 9:22 pm
by AndyDufresne
I like this idea. Perhaps "metropolis" instead of "majory city"...but that may not fit with the Mayan theme. I seem to recall there being a "historical" term for big cities...but it eludes me.

Perhaps you could use "Sacred Cities"...I.E. implying an important temple or something of the like.

Regarding the bonus structure, so if I held:

Copan (Major)
========
Mixco, Quirigua, Seibal
========
Tikal (Major)

Would I get a bonus of 4? Just making sure I understand the "Adjoining" :)


--Andy

PostPosted: Wed Dec 26, 2007 9:40 pm
by rebelman
instead of major city "ceremonial centres" which is a historically accurate desription of hat they were.

PostPosted: Fri Dec 28, 2007 2:40 am
by oaktown
AndyDufresne wrote:Regarding the bonus structure, so if I held:

Copan (Major)
========
Mixco, Quirigua, Seibal
========
Tikal (Major)

Would I get a bonus of 4? Just making sure I understand the "Adjoining" :)

That would be no bonus... the idea is that you'd have to hold Copan and three cities that immediately border it. When I get back to work on the map in a couple of weeks I'll come up with some sort of color scheme to indicate which cities are tributaries of which major/ceremonial cities. I already have some thoughts, but for now it's pretty half-baked.

PostPosted: Mon Jan 07, 2008 1:47 am
by oaktown
Image
Sorry I've not given this any attention for the past two weeks, but I promise to get back to it. These are the changes I'd made before I went on vacation two weeks ago... each Great City has its own unique pyramid (based on the actual existing structures) which will also house the army counts. The other terits will haveno army circles, though tribute cities will have the little guys carrying packs - from the Mayan calendar used in the title.

Still somuch to do - this is still early stages!

PostPosted: Mon Jan 07, 2008 3:50 am
by Lone.prophet
it looks great already

only the border look kinda weird in relation with the mountains and the pyramids

PostPosted: Mon Jan 07, 2008 4:16 am
by whitestazn88
id agree with prophet... the mountains really stick out compared to the whole thing, maybe dim them a little. otherwise it looks good.

also, i dont understand what you mean by saying the other territs wont have army circles... care to explain?

PostPosted: Mon Jan 07, 2008 4:23 am
by Lone.prophet
^^ there are no circle to place the army numbers in so they are just in the open

PostPosted: Mon Jan 07, 2008 9:56 pm
by Coleman
I'm looking forward to the rest of the tributary cities getting filled in.

PostPosted: Mon Jan 07, 2008 9:59 pm
by demon7896
it looks kind of... bland. other than that, it's great

PostPosted: Mon Jan 07, 2008 10:21 pm
by unriggable
The thing that bugs me is that the entire left side can be held by two countries.

PostPosted: Mon Jan 07, 2008 11:22 pm
by Coleman
unriggable wrote:The thing that bugs me is that the entire left side can be held by two countries.
It's more dramatic if you say the whole right side can be held by two, as the right side is much bigger. :wink:

I'm sure we could add a route or something to combat this?

PostPosted: Tue Jan 08, 2008 12:05 am
by oaktown
unriggable wrote:The thing that bugs me is that the entire left side can be held by two countries.

It's all up for discussion at this point, since the locations of the borders are arbitrary... I could easily drop the unpassable between Comalcaclo and Remojadas, which would eliminate the bottleneck.

edit: on second thought, dropping that river won't change the bottleneck. Working on it.

PostPosted: Tue Jan 08, 2008 9:12 am
by oaktown
Image
no more 2-territory choke-point on this one.

PostPosted: Tue Jan 08, 2008 9:13 am
by Lone.prophet
uhh, about the mountains they have a certain perspective which gives a weird overall feeling about the rest which doesnt have this perspective

PostPosted: Tue Jan 08, 2008 9:38 am
by oaktown
Lone.prophet wrote:uhh, about the mountains they have a certain perspective which gives a weird overall feeling about the rest which doesnt have this perspective

yeah, nothing is set in stone yet... they're also much heavier than everything else. work in progress. :wink:

PostPosted: Tue Jan 08, 2008 10:08 am
by Lone.prophet
yeah that might be it too

PostPosted: Tue Jan 08, 2008 11:41 am
by I GOT SERVED
Is there any way you could add some more color to this? Right now I like the gameplay, but the graphics seem to appear somewhat....lacking

PostPosted: Tue Jan 15, 2008 9:27 pm
by Coleman
Any hope on an update for this soon? Know you are busy with the new post. :wink:

PostPosted: Wed Jan 16, 2008 2:07 am
by Herakilla
im not too keen on how close players start

PostPosted: Tue Jan 29, 2008 7:21 am
by Hatchman
Love the whole concept, the whole look. Nice job. I'd play it :D

PostPosted: Fri Feb 01, 2008 7:11 am
by fumandomuerte
babinecz wrote: Not sure how, maybe a Bamboo Jack type thing with something like Tlaloc's Realm...


Tlaloc was for the altiplane communities, but for the Mayans Chaak was the big man :wink: .

You can see a lot of Chaak inscrpitions around all the Uxmal, Ek-Balam and Chichen Itza pyramids and temples.

Re: Classic Maya Era, updated page 3

PostPosted: Wed Jun 11, 2008 12:03 am
by babinecz
well, no, it depends on what period...a lot of Old God (wrinkled face), thus Tlaloc references are found throughout the Southern highlands and hachas, palmas, horizontally tenoned ballgame heads, etc. Chaak was more of a Toltec influence in the post classic. Kulkukahn being the the Quetzalcoatl influence from Teotihuacan hegemony in the mid-classic as well had a huge religious relevance as well. Same with Ehauchal (sp?) or something along those lines, the wind god, i know that much, and the Maize God, Han Huanaphu I think, was directly correlated with Late Classic sacrifice in the Peten and Chixoy region. Point is, there are tons of gods you could make and interesting sub-realm for in the map

Re: Classic Maya Era [vacation]

PostPosted: Mon Sep 12, 2011 5:07 pm
by lostatlimbo
2012 is near. High time to revive this map and get it into production before the world ends!

:)