Moderator: Cartographers
qwert wrote:to little territory maybe?
jiminski wrote:Very attractive map WC Thanks!
There are probably enough territories and as just discussed with Chip, the ports mean that it is not completely linear.
Perhaps you could add one or 2 island territories? maybe. I don't know if there are other islands around there. I haven't looked at a real map of the place yet.
I 'think' that the bonus's need a little work .. but the layout is not conventional so perhaps the multiple borders mean unusually high bonus values .. in particular for the Green bonus (Darien) So, are you saying raise the bonuses or lower them?
anyway, very nice map Thanks again.
chipv wrote:I like the look of the map, personally, good job.
I have only a few points to make really:
No impassables. The whole map is a virtual straight line, so I think maybe there should be some sort of stopper somewhere. The map is already really small, I don't think adding impassables would help it any. It might become unplayable, with every path being only one territory wide. Too many bottlenecks, I think.
Pocri looks redundant to me since it borders Chitre which is also an internal territory bordered by Tonosi. I think its ok. Just an extra territory. Carepa and Turbo are the same way, I think.
One way to solve this is to move the port from Penonome to Pocri. maybe, but I think that move would make the center of the map too unaccessable from the sides. Penonome is bordering the red continent, moving the port away from there would bring red lots of added protection, because getting ro red without the port on Penonome would require crossing through a lot of territories to reach it.
The map is also fiendishly difficult to hold onto bonuses. You could add impassables also to make it a little easier for continent holding.
The islands are internal, maybe have an island that could be attacked externally, don't know for a 28 territory map. I could add an attack line from San Miguel (one of the islands) to Jague, as well as keep the other two lines the island already has. That would bring some interesting gameplay. With the limited attack routes on the map, that island would become very powerful, because it would have very good access to the center of the map. I like the idea, do you?
I'm not sure how 1v1 and team games might go - a decent drop and the game is virtually over as is. Yeah..... thats one thing we'll have to figure out. Do you think the solution would be to lower bonus armies? So then you get a huge advantage for going first in a game, eliminating some of the problems 1v1 might have.
Good job!
ZeakCytho wrote:That ocean texture looks familiar... ...*cough* Yep. It does.
The first thing that strikes me is that this is a lovely map. The second thing that strikes me is that the anchor/port graphics look really out of place with the style of this map. I'll see what I can do. Do you think simplifying the graphics of the anchors would make them look better?
Instead of having a minimap and then a box above that gives the names, could you make the minimap larger and put the names on it directly? The problem I see there is that there isn't any empty space to put that larger box into, without making the map taller. But making it taller would leave it with tons of empty water space (and a ton of extra work for me to extend all the graphics )
hulmey wrote:To be honest lanyards looks nicer than this one! I think your talents could be better spent making a great map with a great ideas and gameplay!
heh.... I've already got Oasis and Glacier, this is the first traditional map I've made. If you want another unique gameplay map, PM me your ideas.
Unit_2 wrote:Good job, but look at the border toward the water in "Montena". Good catch. That is part of some random scribbling I did... forgot to erase the lines....
wcaclimbing wrote: So, are you saying raise the bonuses or lower them?
chipv wrote:I like the look of the map, personally, good job.
The islands are internal, maybe have an island that could be attacked externally, don't know for a 28 territory map. I could add an attack line from San Miguel (one of the islands) to Jague, as well as keep the other two lines the island already has. That would bring some interesting gameplay. With the limited attack routes on the map, that island would become very powerful, because it would have very good access to the center of the map. I like the idea, do you?
I'm not sure how 1v1 and team games might go - a decent drop and the game is virtually over as is. Yeah..... thats one thing we'll have to figure out. Do you think the solution would be to lower bonus armies? So then you get a huge advantage for going first in a game, eliminating some of the problems 1v1 might have.
Good job!
InkL0sed wrote:Sorry, I haven't read the thread (short though it may be), but I have a simple suggestion: connect San Miguel to Jague?
ZeakCytho wrote:InkL0sed wrote:Sorry, I haven't read the thread (short though it may be), but I have a simple suggestion: connect San Miguel to Jague?
Been suggested already
chipv wrote:revised bonus text (now that I have read the ports on the same body of water box and looked again to find my last post was garbage...)
Bonuses should probably be lower on such a small map. Gives too much advantage in 1v1 and teams.
InkL0sed wrote:Or maybe just add a port to Pocri.
InkL0sed wrote:I think you should connect Pocri to Jague, and move that legend thing that would be in the way to below Veraguas.
Or maybe just add a port to Pocri. I think adding a port to Pocri would work best.
Oh, and come to think of it, if you do that, you might want to consider moving the port on Jague to Quibdo, since Jague would start to become a major choking point, and make that continent much harder to hold. I'll do that also.
InkL0sed wrote:Sorry for the double post, but I was looking at the continent bonuses, and Costa Rica looks bad to me. On the one hand, it will always have three borders in a small map, but on the other hand, it's still 3 territories. It's not so unlikely that someone may get it on the drop.
I think the solution is to make it +2, and move the port on Limon to Almirante. I could, but then we'd have to ports bordering each other. I'd like to leave it on Limon, so it is more difficult to hold it.
wcaclimbing wrote:comments in blueInkL0sed wrote:I think you should connect Pocri to Jague, and move that legend thing that would be in the way to below Veraguas.
Or maybe just add a port to Pocri. I think adding a port to Pocri would work best.
Oh, and come to think of it, if you do that, you might want to consider moving the port on Jague to Quibdo, since Jague would start to become a major choking point, and make that continent much harder to hold. I'll do that also.InkL0sed wrote:Sorry for the double post, but I was looking at the continent bonuses, and Costa Rica looks bad to me. On the one hand, it will always have three borders in a small map, but on the other hand, it's still 3 territories. It's not so unlikely that someone may get it on the drop.
I think the solution is to make it +2, and move the port on Limon to Almirante. I could, but then we'd have to ports bordering each other. I'd like to leave it on Limon, so it is more difficult to hold it.
Right now, I think the bonuses will be changed to 2-3-4-3-3-2 (with a port on Pocri). Is that ok with you guys?
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