Yggdrasil (Abstract)

Map Name: Yggdrasil (Abstract)
Link to Thread: I guess you could go here, but you won't find anything that isn't here also.
Mapmaker(s): Riskismy
Map Size: 89 territories, small map size - something like 600x600
Your aims/design style: The general idea is to have a uniform and symmetrical map, suitable for team play. Should provide for starting positions as fair and equal as possible, while still offering some variation in experience depending on whether you start on the inside or outside.
It's loosely based on an abstract understanding of the world tree Yggdrasil. Inspiration.
Uniqueness: There's currently no Yggdrasil map. Other than that, I suppose it will offer little in way of gameplay that isn't already available on existing maps.
Relevant Experience: First timer, but I have some little experience with Gimp. I plan to make the map myself, which I expect to be the greater challenge of this process. I consider it a learning experience and have armed myself with patience.
I've made a draft for discussing gameplay. Seeing as I'm not at all familiar with drawing tools, I'd like to settle the matter of gameplay as much as possible, so I don't have to make more changes to the graphics than absolutely necessary.
Version 4.5
Version 4.4
Version 3.1
- Stars denote starting positions. You'll start with that single territory only. 8 players max, and damn the future!
- Arrows are one-way attacks, of course.
I've had a hard time incorporating 9 worlds into 8 starting positions in a mythology which places those worlds into 3 layers, while keeping a stern eye on equal opportunities and team play. So I'd like to make very clear that the purpose of the map is not to portrait Yggdrasil as a tree with roots in various worlds, or in any significant way related to how the 'Asetro' religion might perceive the order and relation of these worlds. Rather, my aim is to create a map which provides exiting and fast action no matter the number of players. I'm aware that the map, as is, has very little resemblance to how traditional (and not-so-traditional), nomenclature describe Yggdrasil. As I said, I'm aiming for balance and fairness in starting positions. That said, I have tried as best I could to take into account the attributes and relations of the various realms.
Perhaps some time in the future we could make a map which is more representative of these aspects. For now, I like to think of this map as a very abstract idea of Yggdrasil, which may or may not make sense in the scheme of the Norse mythology.
Now, as to the map. I think it speaks mostly for itself:
You have 4 'outer realms' representing elemental or evil forces. Each comprise a single continent.
You have 4 'inner realms' representing good or neutral forces. Each comprise a single continent.
Between those 8 realms you have the great World Serpent Jormungand, encircling 'earth'.
In the center we have 'Ginnungagab', the 'yawning emptiness', the parallel to a primordial ooze, from where everything ultimately sprang. My preliminary thought is that Ginnungagab 1-way attacks the outer realms (the outer-most territory), and resets to some non-trivial number of neutral troops.
Now, the outer realms has an easier time defending their continents, though they have 1 more territory to conquer and hold. Meanwhile, the inner realms have an easier time getting their continent bonus, but are probably more prone to attacks from the outer realms. That's my intention, anyhow.
To that end, there could be many options in regard of paths of attack. For example:
- The paths on Jormungand might not be one way.
- The paths from outer realms to Jormungand might go to/from more than one territory. It might go from the two 'flank territories' to two separate territories on Jormungand, for example.
- The paths between Jormungand and inner realms might be one-way from Jormungand to inner realms - leaving only the center as a path from the inner realms to the outer.
That's pretty much it for now. The objective is to eliminate all opponents.
What do you think?
Link to Thread: I guess you could go here, but you won't find anything that isn't here also.
Mapmaker(s): Riskismy
Map Size: 89 territories, small map size - something like 600x600
Your aims/design style: The general idea is to have a uniform and symmetrical map, suitable for team play. Should provide for starting positions as fair and equal as possible, while still offering some variation in experience depending on whether you start on the inside or outside.
It's loosely based on an abstract understanding of the world tree Yggdrasil. Inspiration.
Uniqueness: There's currently no Yggdrasil map. Other than that, I suppose it will offer little in way of gameplay that isn't already available on existing maps.
Relevant Experience: First timer, but I have some little experience with Gimp. I plan to make the map myself, which I expect to be the greater challenge of this process. I consider it a learning experience and have armed myself with patience.
I've made a draft for discussing gameplay. Seeing as I'm not at all familiar with drawing tools, I'd like to settle the matter of gameplay as much as possible, so I don't have to make more changes to the graphics than absolutely necessary.
Version 4.5
Version 4.4
Version 3.1
- Stars denote starting positions. You'll start with that single territory only. 8 players max, and damn the future!
- Arrows are one-way attacks, of course.
I've had a hard time incorporating 9 worlds into 8 starting positions in a mythology which places those worlds into 3 layers, while keeping a stern eye on equal opportunities and team play. So I'd like to make very clear that the purpose of the map is not to portrait Yggdrasil as a tree with roots in various worlds, or in any significant way related to how the 'Asetro' religion might perceive the order and relation of these worlds. Rather, my aim is to create a map which provides exiting and fast action no matter the number of players. I'm aware that the map, as is, has very little resemblance to how traditional (and not-so-traditional), nomenclature describe Yggdrasil. As I said, I'm aiming for balance and fairness in starting positions. That said, I have tried as best I could to take into account the attributes and relations of the various realms.
Perhaps some time in the future we could make a map which is more representative of these aspects. For now, I like to think of this map as a very abstract idea of Yggdrasil, which may or may not make sense in the scheme of the Norse mythology.
Now, as to the map. I think it speaks mostly for itself:
You have 4 'outer realms' representing elemental or evil forces. Each comprise a single continent.
You have 4 'inner realms' representing good or neutral forces. Each comprise a single continent.
Between those 8 realms you have the great World Serpent Jormungand, encircling 'earth'.
In the center we have 'Ginnungagab', the 'yawning emptiness', the parallel to a primordial ooze, from where everything ultimately sprang. My preliminary thought is that Ginnungagab 1-way attacks the outer realms (the outer-most territory), and resets to some non-trivial number of neutral troops.
Now, the outer realms has an easier time defending their continents, though they have 1 more territory to conquer and hold. Meanwhile, the inner realms have an easier time getting their continent bonus, but are probably more prone to attacks from the outer realms. That's my intention, anyhow.
To that end, there could be many options in regard of paths of attack. For example:
- The paths on Jormungand might not be one way.
- The paths from outer realms to Jormungand might go to/from more than one territory. It might go from the two 'flank territories' to two separate territories on Jormungand, for example.
- The paths between Jormungand and inner realms might be one-way from Jormungand to inner realms - leaving only the center as a path from the inner realms to the outer.
That's pretty much it for now. The objective is to eliminate all opponents.
What do you think?