theBastard wrote:thanks natty.
hm, about starting points - no problem but there are 12 shields, so 4 must stay neutral than...
No, you can have as many starting points as you want. They will be divided equally regardless.
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theBastard wrote:thanks natty.
hm, about starting points - no problem but there are 12 shields, so 4 must stay neutral than...
natty_dread wrote:I still think the shielded territories would do well as starting positions.
Evil DIMwit wrote:natty_dread wrote:I still think the shielded territories would do well as starting positions.
That's not a good idea. It makes it more possible that some players will drop a pair bonus off the bat and other players won't. I think, it would be better to start the shields neutral to avoid exactly such an eventuality.
natty_dread wrote:2) make it so that there's 8 christian shields, or 8 moorish shields, or 8 of each. Then you could code all other territories neutral, and then code only one type of shields as starting positions and the rest as normal, that way each player will get the same amount of each shield type.
These are mrb"s last words in this thread. I would encourage the few that are helping to develop this map, to pause for a moment and slowly, and completely, read this again. Mr b has pointed out a couple of things that are NOT being fully understood. (see red highlights). I have witnessed much effort, but, I am afraid that some are just too close to the map, that they are having a hard time stepping back and trying to look at the map as a first time viewer. All of the points that mrb stated are still true. all the symbols compete for attention. There is still too much going on. In other words, THERE ARE TOO MANY ICONS ON THE MAP. As a first time viewer, you are immediately assaulted, -visually.MrBenn wrote:This is the first time I've had a proper look at this map, and it is very difficult to get a clear understanding of what is going on. I note the comparison between Waterloo in terms of complexity, although would argue that the essence of Waterloo is a lot simpler (ie there are two 'non-standard' attack-types, indicated with a clear and simple symbol) even though the attack/fortification of artillery can cause confusion. On the other hand, my concern with this map is that it is the bonus groupings which are incredibly confusing; I cannot see any easy way to tell whether or not my opponent has a bonus (without using a non-standard plug-in such as BOB).
MarshalNey (I believe) summarised my feelings when he stated that there is just too much going on, and that all the symbols compete for attention.
In addition to the confusion about bonus structures (you'll also need to find a simple way of ensuring that a minimal bonus is given out on the drop), there are several places where I have no idea where territory borders go, due to the overlapping symbols (which would look so much better without any bevel on them at all - this is supposed to be a hand-drawn map after all).
Yes, the map looks good, but in its current state it is not fit for purpose in terms of a conquerclub game board.
I would urge you to seriously consider simplifying the gameplay, so that you can declutter the map, thereby enhancing the user experience.
porkenbeans wrote:I have also made some templates for all of you to use. I have read all of the interesting chat about the GP development. But I have not seen any attempts to use them. Instead of trying to merely explain in words, you can scribble all over these templates. My last version was my attempt to fix the GP roadblock. So do not be shy, dig in. show us what you would do if you were king of this map.![]()
While I was working on this I actually did what you suggested. I made the city's-circles, the towns-triangles, and the castles-squares. The whole thing looked hideous imo. So I scraped it, and came up with my posted attempt #1 at the GP.MarshalNey wrote:If I may, I think that although Pork perhaps comes off a little (okay maybe a lot) too strongly, he does have some points about the visual look of the gameplay.
The comments that I made in my last post were intended to make 1 (sort of) modest change to gameplay, and to shuffle around/re-utilize the icons so that they don't crowd the map.
And that's my feeling about this map (and my own Zombie map for that matter). It looks crowded with all of those symbols. My proposal is to reduce the symbols and keep the gameplay; this has been done a bit with the Religious pairings, but it can be taken further.
Natty has echoed the idea about making the Town Icons into colored squares. My other two ideas, I don't know if they came across well in words or not. I simply don't have the time to put it out graphically this weekend, but I'll try and see about posting what I mean as a map within the next 3 or 4 days.
porkenbeans wrote:While I was working on this I actually did what you suggested. I made the city's-circles, the towns-triangles, and the castles-squares. The whole thing looked hideous imo. So I scraped it, and came up with my posted attempt #1 at the GP.MarshalNey wrote:If I may, I think that although Pork perhaps comes off a little (okay maybe a lot) too strongly, he does have some points about the visual look of the gameplay.
The comments that I made in my last post were intended to make 1 (sort of) modest change to gameplay, and to shuffle around/re-utilize the icons so that they don't crowd the map.
And that's my feeling about this map (and my own Zombie map for that matter). It looks crowded with all of those symbols. My proposal is to reduce the symbols and keep the gameplay; this has been done a bit with the Religious pairings, but it can be taken further.
Natty has echoed the idea about making the Town Icons into colored squares. My other two ideas, I don't know if they came across well in words or not. I simply don't have the time to put it out graphically this weekend, but I'll try and see about posting what I mean as a map within the next 3 or 4 days.
MarshalNey wrote:Hmmmm, doesn't really sound like what I was saying. I wasn't proposing to turn Reconquista into Classic Shapes (ugh).
I was hoping to keep every territory in the same place with (basically) the same function as in The Bastard's map, just moving & changing the icons. The Bastard has multiple icons for one gameplay function, and that can be reduced in several ways. Toward that end, the only gameplay change I was proposing was making every city have a religious affiliation, rather than distinguising between cities with a religious icon and those without. Thus, a city could be represented with a single prominent symbol (Christian or Muslim).
MarshalNey wrote:The Towns, being the most numerous and least important, could be reduced to a less eye-grabbing icon... thus a square. The Castles should keep their icon, and even put the Shields on them for flavor (makes more sense anyway, as those would be political power centers and not religious ones).
This way, the eye is drawn to the Castles first, then the Cities and then the least important gameplay-wise, the Towns.
MarshalNey wrote:No-Man's Lands would be *uncolored* circles. If the Castles, Cities and Towns are all colored and have a squarish shape, then the No-Man's Lands would be easily distinguisable as not a part of a bonus region.
Nat,natty_dread wrote:Pork... I know you're enthusiastic about this project, but in the end it's thebastard's map, and if the bastard wants to do the gameplay his way then you should probably stand down and let him do it... Offering suggestions/feedback/opinions is one thing, but now it's starting to look like you're wanting to take over the whole project... Note, I'm not saying you intend to do so, just that the way you present your idea can very well make others see it that way.
Let bastard figure out the gameplay by himself. You've given your advice/opinion/suggestion, now let him take what he wants from it and continue designing the map. You're a very enthusiastic person when it comes to presenting ideas, which is good, but it can also feel like pressuring to some people.
The main thing that was mentioned was the overall clutter. "Too much going on" was the exact words used.danfrank wrote:i have not read the thread . just a few points about how all the icons are confusing. From what i can tell from the brief look is that , holding a group of similar icons is equilvalent to holding a shaded map region . Since the map play area is all shaded the same, how can groups of icons be difficult to differentiate?
porkenbeans wrote:... just have to say that I do not see very much progress that goes to fixing the issues that came down from above. The changes are not enough to un-clutter the map. And by subtracting certain elements of the game, it has only subtracted from the Reconquista theme.
I was born in the 50's. so I think that pity we can share.MarshalNey wrote:porkenbeans wrote:... just have to say that I do not see very much progress that goes to fixing the issues that came down from above. The changes are not enough to un-clutter the map. And by subtracting certain elements of the game, it has only subtracted from the Reconquista theme.
Good heavens, Pork, believe me your ideas aren't being ignored or tossed. I think there's definitely some merit there. Just have a little patience, we all have lives (I hope) outside of CC. I'm willing to show you what I'm thinking, based upon what I saw of your map, Pork, but I'm not a lightning fast graphics guy and I won't have time until tomorrow at the earliest.
Natty's just saying what I've been thinking, in the nicest way while still being blunt. I know that I'm guilty of sending out long posts too, but I also know that it takes a while to adequately respond to them. If one sends a bunch of long posts on the same topic in a short time, the receipients can get overwhelmed. Just give this thing a few days to percolate, until everyone can get their minds around stuff. Have pity on us old folks
Evil DIMwit wrote:Has there been any gameplay updates since the last version that's listed on the first page? I've sort of lost track, what with this thread becoming so cluttered.
AndyDufresne wrote:I'm strangely fond of porkenbeans' aesthetic. If it isn't used for this map, it should find its way into another.
--Andy
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