by natty dread on Tue Feb 22, 2011 9:55 am
Thing is, with the really small ones like this, the gameplay comes down to luck, who gets the drop, who gets the dices (and in case of freestyle, who makes the fastest assaults) etc. There's no strategy involved. Sure, we already have assdoodle and asslux games but both of those maps (Doodle earth, Luxembourg) have the defense that they can also be played in more sensible game styles, like escalating standard with 4-6 players, or no spoils 4p dubs, etc. etc.
The problem with luck-based game types is they can easily be abused for point dumping: a high ranking player plays a few "gambling" speed games to get his score down, then when he wins on his other games he can cash in big time in points.
But, the smallness is not the only problem here. Seriously... I have to say this bluntly, so apologies in advance if I'm offending anyone.
We get these kinds of ideas in the foundry all the time. They never go anywhere. There's a reason why: no substance, a one trick gameplay, no theme...
Anyone can put 9 circles or squares together and call it a map draft. ISN2, your other map draft (the lorn empire one) shows you are capable of designing a decent theme and gameplay. Why dabble with these simplistic ideas that a trained monkey could do?
A map needs to be interesting in both theme and gameplay, and both theme and gameplay need to work together and support each other. A map with 9 squares just doesn't cut it. Even if you add more territories and come up with a theme, it doesn't work unless you can come up with a gameplay that is consistent with the theme.
Sorry if I come off like an asshole, but I think it's better someone tells you all this honestly before you waste too much more time with a map idea that has a 99% certainty of never going anywhere...
