by oaktown on Sat Mar 14, 2009 2:53 am
To advance, or not to advance? That is the question...
At first glance it is easy to say good things about this map. For starters, parchment maps are cool; the parchment effect here is very much like that of the Romania map which may never again see the light of day, so it's nice to have another parchment map step up. Some of the burned areas are especially nice. And there's need around here for a good pirate map, or two, so this fills a much-needed niche. As for the gameplay, I like that this is basically a classic style map with an objective, yet the sea routes and armada of ships make it look as if it isn't classic at all... nice work.
Upon closer inspection, I find things that bother me... things that can certainly be fixed, but they require some attention.
• The lay-out of the map is problematic - for a 48 territory map on a fairly big image the territories are very cramped. The bottom 80 pixels or so are underused, as is the western edge, while the eastern part of the map is so tightly spaced some of the army coordinates will run off the screen. The result is that half of the map is open and lightly colored, the other half dark and tightly spaced. I'd like to see the eastern islands finished with as much sea/dead space/border past them as you have on the western side of the map.
• Same concern I had weeks ago about some of the visual elements not working together. The hand that drew the maountains is obviously not the hand that wrote the text, and the shaded elements - boats, skulls - don't look hand-drawn at all.
• The land colors... again they don't look as if they are hand-colored. In addition to stains on top of the colors, they'll need some areas in which the colors have faded, or warn off entirely.
• Attack lines that branch out to multiple territories are potentially confusing... does the night flight-S. bound line cross under, or connect with, the east-west running attack lines? Since you've made the three attack lines near The Queen branch out to show all possible routes, you will probably need to do the same everywhere else on the map for consistency.
• Colors are going to be tough for the color blind users such as myself.
• Gameplay-wise, I like that the smallest and easiest to hold bonus is all the way across the map from the objective... as the easier bonus will give a player an early advantage it should be a tough road from there to victory. But with all the cross-map attack routes you can take the objective region from anywhere on the map, making distance negligible. I'd like to see large, nearly impossible to hold regions nearer the objective, and some space between the objective and the easy bonuses.
• Treasure Cove territory plays no role in this map and will never be taken in 95% of games. You hit three neutrals and are nowhere closer to the objective - in fact, you're farther.
• If you do start playing with the orientation of the map, consider the size of the smaller territories and how that will translate to a small map. Since these are all made up places anyway, no harm in making everything a more convenient size.