
Moderator: Cartographers
betiko wrote:
9 days after quenching, let's play!!thenobodies80 wrote:
Beta - Quenching
---The development period has concluded for the District of Alaska Map. The map has been tested and all objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Admins or Foundry Foreman vetoes).
Conquer Club, enjoy!
While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.
thenobodies80
9 days after stamp, let's play!!thenobodies80 wrote:
Beta - Quenching
---The development period has concluded for the District of Alaska Map. The map has been tested and all objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Admins or Foundry Foreman vetoes).
Conquer Club, enjoy!
While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.
thenobodies80
Seamus76 wrote:9 days after stamp, let's play!!thenobodies80 wrote:
Beta - Quenching
---The development period has concluded for the District of Alaska Map. The map has been tested and all objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Admins or Foundry Foreman vetoes).
Conquer Club, enjoy!
While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.
thenobodies80
Seamus76 wrote:Is it the back end beta testing that's taking so long now, or what?
Seamus76 wrote:Is it the back end beta testing that's taking so long now, or what?
Seamus76 wrote:Thanks everyone. I haven't played a real turn yet, but it looks fun!!![]()
One thought though, and there are other maps like this one, where there is an auto-deploy spot that is "blocked" by killer neutrals, on this map specifically the Exploration Ships, but I hadn't thought about the Parachute setting until now, and how it allows you to basically skirt those killer neutrals. I don't like that much. Is that what happens with Parachute setting? And does anyone have any thoughts on this or see this as an issue? I guess I'll play a game and see what it's happens.
Gilligan wrote:Seamus76 wrote:Thanks everyone. I haven't played a real turn yet, but it looks fun!!![]()
One thought though, and there are other maps like this one, where there is an auto-deploy spot that is "blocked" by killer neutrals, on this map specifically the Exploration Ships, but I hadn't thought about the Parachute setting until now, and how it allows you to basically skirt those killer neutrals. I don't like that much. Is that what happens with Parachute setting? And does anyone have any thoughts on this or see this as an issue? I guess I'll play a game and see what it's happens.
You can always block parachute forts if you want.
Faro wrote:I see (with Bob) a connection between Port Valdes and Port Bethel, is that normal? they are not on the same see.
Otherwise, nice map
Gilligan wrote:Faro wrote:I see (with Bob) a connection between Port Valdes and Port Bethel, is that normal? they are not on the same see.
Otherwise, nice map
Yeah, that's right.
The ports attack ports within their own body of water, and the adjacent body of water. Gulf of Alaska (Valdes) and Bering Sea (Bethel) are adjacent bodies of water.
koontz1973 wrote:Seamus, I am finding that too many neutrals on the map are causing problems. The player who is cut of and can get the base in round one is in a pretty good advantage. Consider raising the neutrals to a 4 or 5 at least for base camps.
koontz1973 wrote:koontz1973 wrote:Seamus, I am finding that too many neutrals on the map are causing problems. The player who is cut of and can get the base in round one is in a pretty good advantage. Consider raising the neutrals to a 4 or 5 at least for base camps.
Bringing this over to this page as this is now a priority.
Seamus76 wrote:koontz1973 wrote:koontz1973 wrote:Seamus, I am finding that too many neutrals on the map are causing problems. The player who is cut of and can get the base in round one is in a pretty good advantage. Consider raising the neutrals to a 4 or 5 at least for base camps.
Bringing this over to this page as this is now a priority.
I'm not sure a +2 auto deploy really makes or breaks the game on this map. Especially in the games I've been playing.
I put forward one option to help that issue, and another below to help an issue I see, and that would be to raise only the starting neutral on the tert where the base camps are. So, Sleetmute, Kaktovik, and Delta Junction would be 2n instead of 1n. This basically makes taking a base camp the same 4n you suggest, but spreads it so that the base camps themselves are not too much to make them unappealing to players.
More importantly I would like to see Port Heiden go from 1n to 2n. This would make taking the Unalaska bonus a little more challenging, which right now I think is a a little too easy to get and hold by turn 2 or 3.
The terts holding the base camps kill 1, so a player would need 4 on there, drop 3 on the 3 remaining, and then it would 6 on 6 (or 7 total minus the one), which seems like a lot to go through, and by then someone may be advancing enough to make them less of an option. Personally I would rather see all the neutrals stay the same, but if anything have the auto deploy go down to +1.koontz1973 wrote:Seamus76 wrote:koontz1973 wrote:koontz1973 wrote:Seamus, I am finding that too many neutrals on the map are causing problems. The player who is cut of and can get the base in round one is in a pretty good advantage. Consider raising the neutrals to a 4 or 5 at least for base camps.
Bringing this over to this page as this is now a priority.
I'm not sure a +2 auto deploy really makes or breaks the game on this map. Especially in the games I've been playing.
I put forward one option to help that issue, and another below to help an issue I see, and that would be to raise only the starting neutral on the tert where the base camps are. So, Sleetmute, Kaktovik, and Delta Junction would be 2n instead of 1n. This basically makes taking a base camp the same 4n you suggest, but spreads it so that the base camps themselves are not too much to make them unappealing to players.
More importantly I would like to see Port Heiden go from 1n to 2n. This would make taking the Unalaska bonus a little more challenging, which right now I think is a a little too easy to get and hold by turn 2 or 3.
But with the games I have been playing, every player is heading for them. Once they have that +2, it is hardto get rid ofthem. Either lower the auto to +1 or raise the neutral to a 4 for the base and 2 for the region. That is 6 that need to be taken and with players able to attack with 6 (3+3) it akes them grabable but not easy.
Seamus76 wrote:The terts holding the base camps kill 1, so a player would need 4 on there
koontz1973 wrote:Seamus76 wrote:The terts holding the base camps kill 1, so a player would need 4 on there
Those are all neutral 1, with the neutral 3 on the base camps, you have 4 to go through for the +2 auto. Anyone dropping next to that will start with 3, get a 3 to deploy, so it is 6 v 6. That is a very attractive thing to try for and players are doing just that including you in every game we have together. You do not need to hold the region with the base camp to get that bonus so the minus 1 is not an issue.
Things to correct this,
drop the auto to a +1
raise the base camp neutral to at least 4.
or
auto stays at +2
neutrals go to 3 and 3 (6 in total)
Either one would be a lot better than now. Try the second option first as it requires less tinkering (just increase the neutrals on the regions that hold the base camps. If that does not solve the issue, try the top option. But this needs to be dealt with ASAP now considering we have to test it on the other site first.
Seamus76 wrote:I know all maps are different, but one comparison I would make is to baltic crusades. That map is pretty popular and has terts right next to only 3n terts giving autodeploys of +3.
Seamus76 wrote:I want to make the map fair, but I don't want to make the base camps too unattractive for only a +2 auto, which I think going through 6 would do.
Seamus76 wrote:Why not try leaving the base camps at 3n, and upping the terts they sit in to 2n. That way it's the players 6 against the neutral 5 to get +2 auto deploy, which is more of a gamble but also still attractive enough for some to take the risk. That to me seems like a good balance, and it forces players to either make a gamble early on or wait a round or two before trying for them. Personally its rare for me to kill 5 with 6 so I would probably wait longer to try for them or not at all.
Seamus76 wrote:I'm also going to make Port Heiden 2n unless there are any objections.
koontz1973 wrote:Did no one play this map on the test site? Howe many games where played? Why do I have to deal with all of these problems now after the beta testers should of solved all of these issues?
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