Conquer Club

Falklands V1.1

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Falklands V1.1

Postby Rih0 on Fri May 14, 2010 11:56 am

I had nothing to do, so decided to mapmake. We had sometime ago an Argentina map, with this, so I decided to focus on a small piece of it:

29 territories([14 for each side and Falkland Sound] or [3 bays, 10 islands, 1 central pass and 15 normal territories])
This map doesn't use the common bonus (+1 for every 3 territories)
I prefer to work on the small version first. I'll Increase it later.

V1.2: fixed legend
Image


show
Last edited by Rih0 on Tue Jun 08, 2010 3:26 pm, edited 3 times in total.
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.0

Postby b00kw0rm on Fri May 14, 2010 12:54 pm

Is there room for 8 players on there?
Image
My Tournaments:
Age of Conquerors [WINNER: br4nd0n2002]
Team Clash [WINNERS: bfunny27 & DBandit70]
Sibling Rivalry [ONGOING]
User avatar
Private b00kw0rm
 
Posts: 118
Joined: Tue Mar 16, 2010 2:45 pm
Location: Stage 8-7

Re: Falklands V1.0

Postby Rih0 on Fri May 14, 2010 1:06 pm

Of course: 3 territories for each + neutral at falkland sound
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.0

Postby army of nobunaga on Fri May 14, 2010 7:29 pm

friggin drool... a new island type for a map.. good choice man... gl
Maps Maps Maps!


Take part in this survey and possibly win an upgrade -->
https://docs.google.com/spreadsheet/embeddedform?formkey=dGg4a0VxUzJLb1NGNUFwZHBuOHRFZnc6MQ
User avatar
Cadet army of nobunaga
 
Posts: 1989
Joined: Sat Oct 13, 2007 10:06 pm
Location: www.facebook.com/armyofnobu and Houston.

Re: Falklands V1.0

Postby jefjef on Fri May 14, 2010 7:35 pm

You could expand it into the Falklands Island war.

Here's a good link for info.

http://militaryhistory.about.com/od/battleswars1900s/p/falklands.htm
This post was made by jefjef who should be on your ignore list.
Image
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
User avatar
Colonel jefjef
 
Posts: 6026
Joined: Mon Feb 23, 2009 8:41 pm
Location: on my ass

Re: Falklands V1.0

Postby natty dread on Sat May 15, 2010 5:27 am

Nice, although a bit small.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Falklands V1.0

Postby Industrial Helix on Sat May 15, 2010 8:25 am

Graphically, it's wonderful. I have not one crit. I love the colors and the font is nice, real nice job working this out.

Gameplay is interesting and I'm not sure how its gonna work out. As Jefjef said, putting a Falklands War twist on the map would be really cool.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Falklands V1.0

Postby carlpgoodrich on Sat May 15, 2010 11:56 am

I think this is a great start. Gameplay wise, though, I think you are going to run into some problems. Since its so small and its essentially cut in half, anyone who drops entirely on one continent has a huge advantage over someone whose territs are split. Also, first round eliminations in 8 player games would be a problem. I like small maps, but since its split you're going to need at least 8 more territs, IMHO.

Also, with such a big killer neutral, every game will end up with two players owning a side of the island and then stockpiling until both players have enough troops that the advantage of attacking vs defending outweigh having to go through 20 neutral (i.e. a couple hundred troops at least). I suggest having an auto-deploy on faulkland sound instead of a killer neutral.
Lieutenant carlpgoodrich
 
Posts: 408
Joined: Tue Aug 04, 2009 2:12 pm

Re: Falklands V1.0

Postby Evil DIMwit on Sat May 15, 2010 12:27 pm

carlpgoodrich wrote:Also, with such a big killer neutral, every game will end up with two players owning a side of the island and then stockpiling until both players have enough troops that the advantage of attacking vs defending outweigh having to go through 20 neutral (i.e. a couple hundred troops at least). I suggest having an auto-deploy on faulkland sound instead of a killer neutral.

I think a small killer neutrall is appropriate -- perhaps 2-3 -- but you should also make it so that more than one territory of each island borders Falkland Sound.

In general, the map is too chokepointy. The eastern half is essentially one line from Point San Carlos to George Isle, and the western half is little better. This leaves players with very little choice as far as where to go.

I like the idea, though. It's neat, it's pretty, and it has potential.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

Re: Falklands V1.0

Postby Rih0 on Sat May 15, 2010 2:26 pm

Thanks guys, I liked the Idea of autodeploy. I was doing some researh and I found some more names to include. The biggest problem is to make both sides with same territorial count, because right side has much more territorial options than left. I'll be posting an update soon.
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.0

Postby Industrial Helix on Sat May 15, 2010 2:30 pm

Well the sides shouldnt exactly be even as the territory count is reflective of population, resources, ect. of each island. The east island probably has less because there is less... presuming you copied it from another map.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Falklands V1.0

Postby AndyDufresne on Sat May 15, 2010 2:44 pm

I like the initial stage of this map and idea...I look forward to seeing it developed a little more.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: Falklands V1.0

Postby army of nobunaga on Sat May 15, 2010 3:54 pm

Rih0 wrote:Thanks guys, I liked the Idea of autodeploy. I was doing some researh and I found some more names to include. The biggest problem is to make both sides with same territorial count, because right side has much more territorial options than left. I'll be posting an update soon.



dont know if that would be such an issue without the bottleneck.

My advise is to keep it small and tidy. But really i like small and tidy maps.

These guys all have great points too.
Maps Maps Maps!


Take part in this survey and possibly win an upgrade -->
https://docs.google.com/spreadsheet/embeddedform?formkey=dGg4a0VxUzJLb1NGNUFwZHBuOHRFZnc6MQ
User avatar
Cadet army of nobunaga
 
Posts: 1989
Joined: Sat Oct 13, 2007 10:06 pm
Location: www.facebook.com/armyofnobu and Houston.

Re: Falklands V1.1

Postby Rih0 on Wed May 26, 2010 3:38 pm

Ok, what about now? See 1st post and you'll find there V1.1
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.0

Postby jefjef on Wed May 26, 2010 4:07 pm

A few more terts would be preferable.

Have you looked at possible incorporating the war in to it?
This post was made by jefjef who should be on your ignore list.
Image
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
User avatar
Colonel jefjef
 
Posts: 6026
Joined: Mon Feb 23, 2009 8:41 pm
Location: on my ass

Re: Falklands V1.0

Postby ghirrindin on Wed May 26, 2010 4:24 pm

Agreed, your map is easy on the eyes, and I would like it pursued. But, I didn't think "dense forests" cover a majority of the archipelago's landmass. There are very few -- if any -- trees in pictures I've seen of the place. The landscape's comprised mostly of sheep pastures, barren plains, and mountains, right?
Image
User avatar
Sergeant ghirrindin
 
Posts: 129
Joined: Sat Jan 12, 2008 9:34 pm
Location: Urbana, IL

Re: Falklands V1.0

Postby Rih0 on Wed May 26, 2010 7:11 pm

Well, that on the map would be mostly mountains, but I dont have any I idea of how to do such a big mountain.
Its just simbolical, it just says that there is impassable.

I'll be looking for more territs but I dont know if it will be possible.

Is the Falk sound ok?
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V[1.2] (Page 2)

Postby Rih0 on Tue Jun 08, 2010 3:20 pm

Hey guys. I'm adding now the improved legend. What are your opinions? May I design Brief this? Anything else I can add to the map?
V1.2:
Image
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.1

Postby natty dread on Tue Jun 08, 2010 3:26 pm

well.. IMO the legend looks a bit messy. The italic font, coupled with all the bonus text written all together, I don't know...

Also if you have a bonus for isles/islands, you should somehow distinguish them in the map from the rest of the territories...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Falklands V1.1

Postby Industrial Helix on Wed Jun 09, 2010 1:15 pm

Design brief it...

Though I have a quick question. I see a lot of neutral numbers, are those presumably going to be open deployment?
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Falklands V1.1

Postby jefjef on Wed Jun 09, 2010 2:12 pm

Well the bonus structure is easily understood. Requires no bonus color variations.

You could just list it all as territories. Don't really need to list Isles cuz they are also territories.

I would say Falkland Sound is a bit large at 10.
This post was made by jefjef who should be on your ignore list.
Image
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
User avatar
Colonel jefjef
 
Posts: 6026
Joined: Mon Feb 23, 2009 8:41 pm
Location: on my ass

Re: Falklands V1.1 (see last Rih0 post)

Postby Rih0 on Thu Jun 10, 2010 5:27 pm

I made falklands sound big to make it fell "important".

I already have 2 maps on the gameplay workshop. Can I design Brief this one too?
User avatar
Private Rih0
 
Posts: 237
Joined: Sat Nov 28, 2009 3:57 pm

Re: Falklands V1.1

Postby FlyingSquirrel on Thu Jun 10, 2010 7:36 pm

Am I the only one not understanding where the dense forests are and what is impassable?
Cadet FlyingSquirrel
 
Posts: 49
Joined: Tue Apr 27, 2010 12:28 am

Re: Falklands V1.1

Postby The Bison King on Thu Jun 10, 2010 9:28 pm

Well, that on the map would be mostly mountains, but I dont have any I idea of how to do such a big mountain.
Its just simbolical, it just says that there is impassable.


I know how to do it! I can describe it but it may not help unless I can provide a visual example. Basically in those big impassable area's (which are basically the high regions of the mountains that built the island if my understanding of the geography is correct) you would start by making the I slightly grayer green. Then you would simulate a mountain peak by adding a gradient on one side of the impassable. Kinda hard to explain just imagine looking down on a mountain from really high up, and seeing one side of the peak being covered in shadow.
Image

Hi, my name is the Bison King, and I am COMPLETELY aware of DaFont!
User avatar
Sergeant 1st Class The Bison King
 
Posts: 1957
Joined: Thu Aug 27, 2009 5:06 pm
Location: the Mid-Westeros


Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users