Moderator: Cartographers
seamusk wrote:InkL0sed wrote:He means literally drawing the shadows with a brush... which I think is insane...
so is doing 1500 redrafts. I think drawing by hand is preferable in certain instances. Personally I like it better than dodge and burn. Gives you a lot more control.
fireedud wrote:Bry, can I do the XML?
<continent>
<name>Ila Famine</name>
<components>
<territory>Ila</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Payl Famine</name>
<components>
<territory>Payl</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Keyl Famine</name>
<components>
<territory>Keyl</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Wria Famine</name>
<components>
<territory>Wria</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Opre Famine</name>
<components>
<territory>Opre</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Col'es Famine</name>
<components>
<territory>Col'es</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Flax Resource</name>
<components>
<territory>Flax</territory>
<components>
<bonus>0</bonus>
<overrides>
<continent>Ila Famine</continent>
<continent>Payl Famine</continent>
<continent>Keyl Famine</continent>
<continent>Wria Famine</continent>
<continent>Opre Famine</continent>
<continent>Col'es Famine</continent>
</continent>
fireedud wrote:The monkey's too slow. I wrote the main bonus structure for the Flax region already:
- Code: Select all
<continent>
<name>Ila Famine</name>
<components>
<territory>Ila</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Payl Famine</name>
<components>
<territory>Payl</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Keyl Famine</name>
<components>
<territory>Keyl</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Wria Famine</name>
<components>
<territory>Wria</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Opre Famine</name>
<components>
<territory>Opre</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Col'es Famine</name>
<components>
<territory>Col'es</territory>
<components>
<bonus>-1</bonus>
</continent>
<continent>
<name>Flax Resource</name>
<components>
<territory>Flax</territory>
<components>
<bonus>0</bonus>
<overrides>
<continent>Ila Famine</continent>
<continent>Payl Famine</continent>
<continent>Keyl Famine</continent>
<continent>Wria Famine</continent>
<continent>Opre Famine</continent>
<continent>Col'es Famine</continent>
</continent>
I'm just puttin this here to make sure this is what Bry wants. And I need to ask, are the castles/villages autodeploy? And I need to know how many territories are on the map.
bryguy wrote:oaktown wrote:OK, but how do you tell what your castle area is?
theres a little picture showing each resource's effect area (thanks for telling me about the spelling).
oaktown wrote:bryguy wrote:oaktown wrote:OK, but how do you tell what your castle area is?
theres a little picture showing each resource's effect area (thanks for telling me about the spelling).
Ah, so resources areas and castle areas are the same. You'll have to say that somehow on the map because most of the potential players will never have visited the Foundry. And what's with potatoes, which doesn't seem to have a castle?
I remember when the discussion was held about trying to find a theme for the map, and famine seemed like a good one. Trouble is, I look at this map and I still don't see famine - either in the gameplay or the graphics. I see water-intensive crops (like pumpkins) all over the map, castles and villages in the wasteland, and a full one-third of the map is either water or mud. Under drought conditions mud generally dries up.
There are two pretty good examples of dry maps right here in the foundry... the first is the Oasis map, in which 80% of the map is inhospitable and its refelcted in the gameplay, and the second is th Dustbowl, which makes excellent use of color to convey a sense of dryness.
fireedud wrote:oaktown wrote:bryguy wrote:oaktown wrote:OK, but how do you tell what your castle area is?
theres a little picture showing each resource's effect area (thanks for telling me about the spelling).
Ah, so resources areas and castle areas are the same. You'll have to say that somehow on the map because most of the potential players will never have visited the Foundry. And what's with potatoes, which doesn't seem to have a castle?
I remember when the discussion was held about trying to find a theme for the map, and famine seemed like a good one. Trouble is, I look at this map and I still don't see famine - either in the gameplay or the graphics. I see water-intensive crops (like pumpkins) all over the map, castles and villages in the wasteland, and a full one-third of the map is either water or mud. Under drought conditions mud generally dries up.
There are two pretty good examples of dry maps right here in the foundry... the first is the Oasis map, in which 80% of the map is inhospitable and its refelcted in the gameplay, and the second is th Dustbowl, which makes excellent use of color to convey a sense of dryness.
I'm taking a longshot at this, but maybe the famine was caused by flooding...
BBoz wrote:This looks like it could be an interesting map. Here were some ideas I had about tweaks / game play.
- I see an oasis on the map and that got me thinking. Since crops need water, you could have different "water" resources to water the crops. If you have a water resource and crop in the same "castle area", you could do a +3 deployed on the Village or maybe just a +3 bonus. (Options, Oasis, Stream, Well, Pump, Pond, Spring). You could spur some fighting too if you have a stream or pond that 2 castle areas might touch.
- Crops could be "shipped / delivered" to different areas of the Map via castles. For example, hold Crop/Water/Castle in one area, and Castle / Village in another. The Crops could be shipped to the other village (+2) not deployed, just earned.
- Hold Castle and Crop, but no water in same area, -1 (maybe negative deploy on the castle). (Peasants revolt because the feudal lord can't grow the crops). You could also do a "shipping thing" here with water too. +2 again to offset the -1, so the net would be +1. (i.e. you could get some water to the crops, but not much).
- Hold All Crops (or all Water) i.e. Corner the Market, +8.
Just seem like something along those lines would hold more of a Famine aspect to it.
Note on the Map Legend:
- I suggest putting the Mud bonuses together. It was a little confusing the way they are shown. I thought the evens didn't have any penalties and I can see people missing that. If you put them in one "paragraph", it will make it a little easier to catch.
BBoz wrote:Any thoughts on the gameplay tweaks?
wcaclimbing wrote:still waiting for update.
whitestazn88 wrote:wcaclimbing wrote:still waiting for update.
who isnt?
BBoz wrote:and the ideas review...
bryguy wrote:oh well, i dont want to starve to death because im stuck on the computer
BBoz wrote:bryguy wrote:oh well, i dont want to starve to death because im stuck on the computer
LOL, you made a funny...
whitestazn88 wrote:wcaclimbing wrote:still waiting for update.
who isnt?
mibi wrote:Seriously though, it looks as if someone snapped a photo of their nephew doodling and pissing in a sand box, then scanned the photo with one of those 6 in one machines that they got at a yard sale for 5 bucks because a gummy bear was wedged in the USB slot, then used a copy of Paint Shop Pro 3 Shareware they got out of a box of Cheerios back in 1999 to draw some basic shapes and test out all the filters, then used a random word generator that had a nordic accent to populate the map is one of the worst rendered fonts I have seen.
xruan wrote:The Oasis doesn't really blend with the rest of the picture. I can see the square for the oasis and it looks really awkward.
wcaclimbing wrote:so I see your new sig, when can we see the rest of the image?
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