Moderator: Cartographers
Kabanellas wrote:But then I’d have to mix a horse, a shield and a sword with every human village icon, cause all villages can make a bonus pair with a horsemen’s t.g. OR with a warrior’s t.g. And that would be complicating the icons big time.
And I think we’re fine right now:
Relations between icons are very perceptible - Elven cities are close to bow and arrows; Ork's camps are close to axes and spears; and Human villages are close to shields and horses.
el-presidente wrote:IF I hold 2 horses, but only one little city thing, do I still only get +2?
el-presidente wrote:OK, makes scence. There should be some larger bonuses, to make it more interesting, instead of just a lot of +1's.
Maybe something like, hold all human villages +3 or 4, and something similar for elven towns and Ork camps.
Evil DIMwit wrote:A quick check to my copy of LotR reveals... no bodies of water labeled at all.
The Neon Peon wrote:Evil DIMwit wrote:A quick check to my copy of LotR reveals... no bodies of water labeled at all.
Except the Sea of Nurnen, I presume. Although I agree that it would add to the feel if the names of the seas were to be removed.
Yes Mr. B is correct here in pointing out the maps weakness. Its like I said before the symbols are just way to numerous, and some are a bit confusing as to what they are supposed to be. Mr. B makes a very good point about the legend being too large. I would say that at least a 50% reduction in its size and content, would go a long way to improve this map. Here is something to think about, If you were able to reduce the size of the legend, you would actually be able to shift the whole map down. This would allow for you to enlarge the Skull peninsula. This feature would become the maps signature icon. I think that it IS the most interesting feature, So why not showcase it ?MrBenn wrote:The graphics on this map are very very good.
The biggest problem I have with it, is that it is overly-complex. By that, I don't mean that it is too complex, but that it is visually confusing - there are too many different symbols, with no obvious connection to help bring the two elements together --essentially I'm concerned that the legend is about half the size of the map
I think there are ways that the map can be made slightly simpler, but still have the same essence of gameplay, and still capture that spirit of Tolkien (which you have done incredibly well)... I'll pop back later to give some more thoughts
Evil DIMwit wrote:I'm not sure what the logic is behind Hellnor not connecting back to any other port but if you want the island to become more desirable, making it able to attack out may be a better way of going about it than lowering the neutral.
The problem with counting on the tower owner being annoying to make the HoG more attractive is that the towers aren't all that great themselves as it is. The tower of control is, ironically, impossible to control -- it can't be defended with less than four territories. It may be useful for attacking the eyes, but it's easier to disrupt by going at it directly than by sneaking out back to the HoG. The Tower of Doom gives no more auto-deploy than the elf village or skull peninsula, and it takes four turns to make up in auto-deploy for the neutral troops that are on it to begin with. And since the Tower of Control is so easy to lose, that one-troop bonus for holding both towers doesn't mean much.
The fact is that by just holding Raiders Haven, Downfalls, and Shadowlands a player gets almost the same benefit as one holding both towers, and the former are vastly easier to defend. The towers come out as a handy bonus for someone who's already holding down the Orc-and-maybe-Dwarf zone in the middle, but given that that's harder to hold than Europe, they don't justify going through any number of neutrals to reach a territory whose sole purpose is to bombard them.
(Also, do you get the Dwarven bonus for holding the mountains themselves or the territories that the gateways are in? It occurs to me that this bonus is slightly ambiguous.)
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