Moderator: Cartographers
Mr. Squirrel wrote:Your course looks great, but I do see one problem: in a real Golf match, all of your holes would be a Par 5. You should shorten up a few of them. There are plenty of holes where you can get the ball onto the green on your first drive.
Also there should be at least one hole where the only way to get to it would be through the drive. Take this hole for example:
Or this one:
Adding holes like these will make your course seem much more realistic. Plus it will change around the strategy around those holes. The only way you could capture the whole thing is if you started with the tee.
Androidz wrote:i like the 300 makers thing you made up but i think you should make diffrent markers. Like some hits Hole in one since its an easyer course, some dont hit as far. So make it Diffrent markers.
And im not so sure i like the lines clussing into the terretories, maybe you can add a golfball where the Tee hits? Well this is a small thing, and it might just look weird.
Also the bunkers, i cant see why any1 need to conquer the bunkers, their not in the way so they dont need that -1 bonus if you make them a part of the "Continent" then i see why the -.
Ethitts wrote:Androidz wrote:i like the 300 makers thing you made up but i think you should make diffrent markers. Like some hits Hole in one since its an easyer course, some dont hit as far. So make it Diffrent markers.
And im not so sure i like the lines clussing into the terretories, maybe you can add a golfball where the Tee hits? Well this is a small thing, and it might just look weird.
Also the bunkers, i cant see why any1 need to conquer the bunkers, their not in the way so they dont need that -1 bonus if you make them a part of the "Continent" then i see why the -.
The bunkers are part of the course and part of a "continent". They, like in a real golf course, are meant to provide a hindrance on the course/map. So you need to hold it to get the bonus, but the bunkers are on the "continent" borders, which means they are easily taken and the bonuses easily broken. It's your decision to beef a bunker up with defense to hold your bonus, but you will also be losing an army each turn.
Ethitts wrote:I think a lot of people are wanting a golf course here rather than a map. I do understand that yes, it is a golf course, but bear in mind it's a map 1st and a golf course 2nd. The par on this map is just a way to relate to the golf course theme. If I created this EXACTLY like a golf course then the bonuses would be too high. I most likely will however make one of the holes green only reachable by the tee, that's a cool idea.
Mr. Squirrel wrote:I'm not saying that you should make the bonuses any greater. I was just pointing out how your drive marker of 300 ft. should reach the tees of some holes. There are very few courses in the world that have ALL of their holes to the same length as yours. You should just shorten a few of them up.
Ethitts wrote:I think a lot of people are wanting a golf course here rather than a map. I do understand that yes, it is a golf course, but bear in mind it's a map 1st and a golf course 2nd. The par on this map is just a way to relate to the golf course theme. If I created this EXACTLY like a golf course then the bonuses would be too high. I most likely will however make one of the holes green only reachable by the tee, that's a cool idea.
gameplayer wrote:the Caddie Maximus tee should say CM not CD
laci_mae wrote:I think that this map is progressing nicely to still be in the drafting phase. Over time, I think the map will only improve as you integrate those golf course details.
I see that you're planning to shorten a couple holes. I think some lengthening and shortening is warranted to create diverse gameplay. Also, I don't see any reason that longer holes aren't par 5's. I'm not too familiar with 9-hole course breakdowns, but it seems logical to have 3 holes each which are par 3, 4, and 5. I don't think these bonuses would be too high. Maybe you could have an extra par 3 and one less par 4.
I'm kind of confused by the beach. It seems like you weren't sure what to put around the border, so you just stuck in a beach. It's not a terrible idea, but I think it detracts from what you're trying to accomplish. I also don't think it will fit when you downsize the map to meet size regulations.
L
laci_mae wrote:I don't know what warrants a stamp. It sure seems like a solid map idea to me.
As for the other: I'm not totally opposed to the beach. It just seems to dominate the map due to its bright color and large size. It might tie in better if the water were closer to some of the holes. The current set up has the course laid out, then a large tree buffer, then the beach. This results in a seeming disconnection between the course and the beach.
I understand that you would like to create a fun map. But I agree that we have one main perceptual gap. I think, to create a good map, you have to embrace the idea of a golf course and turn every detail into a gameplay feature. I believe you think you'll come up with the desired gameplay and then alter the graphics to make it work. Bottom line for me is if you're not head-long into wanting this to be a golf course, the map will never make it. I'm not trying to offend or put down your vision. I actually see an extremely high potential for this map, and hope you see it through.
L
natty_dread wrote:I was wrong
Ethitts wrote:Version 6:
1. Made Classic! hole shorter (well, similar length, but now the green can be reached by the tee).
2. Classic is shorter in distance, but it now also has more territories.
2. Changed Feudal Fairway hole layout a little. Made it connect with Bambogey Jack's tee.
3. Made Dust Bowl more challenging, only the tee can reach over the trees.
4. Made Cairns Coral Cart green in range of the tee.
5. Classic's bunker and Age of Realms green now connect.
Hopefully these changes are for the better!
Mr. Squirrel wrote:It looks good. Great Update.
I have suggestion on it though. I think that the layout of the Bambogey Jack tee territory looks ugly. Why don't you make little dirt paths to connect the territories between the different holes. This would make the holes look a bit more realistic (oval shaped) yet you could still keep the same attack routes.
bryguy wrote:Looking great!
1) Could you maybe make area of water next to the beach a little darker? it hurts my eyes right now
bryguy wrote:2) Like the golf cart thing! but maybe could you make it revert back to neutral 6-8?
bryguy wrote:3) I like the thing about the tees attacking any territory within the 300 yards, but maybe could you have it that the tees can bombard any areas past it? just throwing out an idea =D
bryguy wrote:4) Maybe reword "reverts back to 5 neutral" to "reverts back to neutral 5"?
bryguy wrote:5) could u make the tee in the title more visible? (the white dot on it)
bryguy wrote:6) heres an idea, maybe instead of the 'f' on the end of Golf, put in a golf club? (so that the part you hit the ball with is on the top and pointing that way -> )
bryguy wrote:7) are you aloud to attack from the 7 beach to cairns coral area, AOE tee, and east wing?
bryguy wrote: maybe make it obvious if you can attack along the paths? (the concrete paths, right now you dont know if u can or cant)
bryguy wrote:9) are u gonna rename the sand things on the course? cause having them all named 'b' isnt gonna work
bryguy wrote:keep up the good work!
whitestazn88 wrote:is each bunker worth -1? and isn't that kinda unfair for someone on the drop?
whitestazn88 wrote:lol, if you can't get a bunker on the drop, why go after it? unless the bunkers are part of each hole...
whitestazn88 wrote:ok, so each bunker is part of each hole, but you get a -1 to your overall bonus, or is it a depreciating value on that territory, because those are two different things...
example:
player x gets 2 armies for holding classic! hole
player x loses 1 army for holding classic! hole bunker
or
player x gets 2 armies for holding classic! hole
player x loses 1 army on classic! hole bunker
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