Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

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Three Kingdoms of China - v10.0 [2013-12-31] p22 GFX & XML

Postby Seamus76 on Wed Dec 26, 2012 12:52 am

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Map Name:Three Kingdoms of China
Mapmaker(s): Seamus76 & V.J.
Number of Territories: 42
Special Features: Super Region bonuses, etc.
What Makes This Map Worthy of Being Made: It's based on an interesting time period in the history of China, a very culturally and historically important region.

"I love this map, it's graphics draw you in like a warm, soft blanket that snugly wraps around you, and then suffocates you with massively simplistic gameplay." says CC Map Reviewer Mas Sue67

Description: "Do the unexpected, attack the unprepared." Zhuge Liang
This map takes place from approximately 220ce-280ce when China was split into Three Kingdoms following the loss of power of the Han Dynasty. The map features incredibly nice Asian themed graphics, and incorporates multiple bonus opportunities including taking capitals, and overriding super region bonuses.

Based on gimil's original Era of The Three Kingdoms map, http://www.conquerclub.com/forum/viewtopic.php?f=242&t=51881, this map will try to stay true to his main intention of creating a nice map with simple, easy gameplay that anyone could play.

TERRITORIES

42 territories in total
3 will be Capitals, and are included in the Capital Bonus listed below. All three will be coded neutral to avoid a bonus on the drop.
8 will be Cities, and are included in the City Bonus listed below. Each player will start with 1, the others will end up being neutral.

BONUSES

Region Bonus = 8 regions in total (bonuses +1 to +5)
Super Region Bonus = 3 super regions in total (bonuses +8 to +12)
Capital Bonus = +2 for holding 2, and +6 for holding all 3. (Each Capital starts 2 neutral)
City Bonus = +1 for every 2 Cities held (Each starting neutral City will start 2 neutral)

STARTING POINTS

Currently 36 territories can be starting positions. This excludes 3 Capitals, Bei Ping West, Liang North, and Nanman(2n) which will all be coded neutral (6 terts in total).

2p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 6 neutral city positions, 10 random neutrals = 42 total
3p: 1 city position plus 9 other regions (10 total) each, 6 coded neutrals, 5 neutral city positions, 1 random neutral = 42 total
4p: 1 city position plus 7 other regions (8 total) each, 6 coded neutrals, 4 neutral city positions, 0 random neutrals = 42 total
5p: 1 city position plus 5 other regions (6 total) each, 6 coded neutrals, 3 neutral city positions, 3 random neutrals = 42 total
6p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 2 neutral city positions, 4 random neutrals = 42 total
7p: 1 city position plus 4 other regions (5 total) each, 6 coded neutrals, 1 neutral city position, 0 random neutrals = 42 total
8p: 1 city position plus 3 other regions (4 total) each, 6 coded neutrals, 0 neutral city positions, 4 random neutrals = 42 total

CURRENT MAP VERSION

v10.0 - Large (840x800)
Click image to enlarge.
image


v10.0 - Small (630x600)
Click image to enlarge.
image


CURRENT UPDATE INFO - 2013-12-31:
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v9.0 - Large (840x800)-with 888's and starting neutrals
show


v8.0 - Small (630x600)-with 888's
show


v8.0 - Large (840x800)-Colorblind Test
show


OLD MAP VERSIONS:
show


OLD UPDATE INFO:
show
Attachments
China-v11(2013-12-31).xml
Final XML as of 2013-12-31
(18.66 KiB) Downloaded 22 times
Last edited by Seamus76 on Tue Dec 31, 2013 8:45 pm, edited 49 times in total.
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Re: Era of the Three Kingdoms - v1.0 [2012-12-26] p1

Postby koontz1973 on Wed Dec 26, 2012 1:09 am

What, no war zone? :(

;)

Just the 3 capitals? Why not some villages and trade routes as well to add another level of game play.
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Re: Era of the Three Kingdoms - v1.0 [2012-12-26] p1

Postby cairnswk on Wed Dec 26, 2012 1:21 am

I beleive koontz is right...needs spicing up a fraction, but very good start...you've been working on this while the foundry has been somewhat dormant :)
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Re: Era of the Three Kingdoms - v1.0 [2012-12-26] p1

Postby x-raider on Wed Dec 26, 2012 4:55 am

I Like. Nice colour scheme and graphics.

What's the Idea with the title?
I know your maps so far have been (Tribal War - Florida) and (Tribal War - Ancient Israel).
And there's already a map called (Three Kingdoms of Korea) by [Industrial Helix and Natty Dread].
Are you going to make a series of this?
The current name conflicts with (Three Kingdoms of Korea) so perhaps you'd call it (Three Kingdoms of China).

P.S. Yes, I will come back and actually comment on the map itself. Just give it time.
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Re: Era of the Three Kingdoms - v1.0 [2012-12-26] p1

Postby generalhead on Wed Dec 26, 2012 7:46 am

Was this era too early for the great wall of china? I believe it was around this period that they started it.
I thought it would be a neat idea to use as an impassible.
The mountains you have fit and looked nice on your last map. It would would be nice to see the mountains
a little more pronounced on this map with it being china.
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Re: Era of the Three Kingdoms - v1.0 [2012-12-26] p1

Postby Seamus76 on Wed Dec 26, 2012 3:19 pm

koontz1973 wrote:What, no war zone? :( Just the 3 capitals? Why not some villages and trade routes as well to add another level of game play.

Nope, no War Zone on this one. I've been looking to do something a little simpler. Plus I promised V.J. our next map wouldn't have one. :lol:

by cairnswk » Wed Dec 26, 2012 2:21 am
I beleive koontz is right...needs spicing up a fraction, but very good start...you've been working on this while the foundry has been somewhat dormant :)

Lol, yeah, it's pretty slow around here (insert kick in the butt) so I needed something to keep me busy. I'm not sure about spicing it up. I'm looking to keep it simple actually. I think there are a lot of maps these days with too many things going on, I'm of the mindset that just because something can be done, doesn't mean it should be. I also think maps with simple gameplay become more standard maps for players, and thus would like to keep this pretty entry level. Something anyone can play, and enjoy the look and feel of.

by x-raider » Wed Dec 26, 2012 5:55 am
What's the Idea with the title?
I know your maps so far have been (Tribal War - Florida) and (Tribal War - Ancient Israel).
And there's already a map called (Three Kingdoms of Korea) by [Industrial Helix and Natty Dread].
Are you going to make a series of this?
The current name conflicts with (Three Kingdoms of Korea) so perhaps you'd call it (Three Kingdoms of China).

This is just something different I wanted to do, and obviously breaks away from the Tribal War series. I've already changed the name of the map to Three Kingdoms of China, which will go nicely with natty's Korea. I'm not sure of any other "Three Kingdoms" for a series, but I haven't looked either.

by generalhead » Wed Dec 26, 2012 8:46 am
Was this era too early for the great wall of china? I believe it was around this period that they started it.
I thought it would be a neat idea to use as an impassible.
The mountains you have fit and looked nice on your last map. It would would be nice to see the mountains
a little more pronounced on this map with it being china.

I haven't colored the mountains yet, or done anything but put them down to get the draft up for comment. They won't look like that for long, but that is the shape they will be. As for the Great Wall, this image http://en.wikipedia.org/wiki/File:Map_of_the_Great_Wall_of_China.jpg shows there wasn't much built at time that would effect gameplay for this map. The Silk Road didn't event pass through enough of this to add. Hence keeping it simple is the way to go.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby koontz1973 on Thu Dec 27, 2012 1:06 am

Hokey cokey pig in a pokey. . A move for you, you shall have.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby ManBungalow on Thu Dec 27, 2012 7:36 pm

Isn't there a thread for a very similar map hanging around her somewhere?

I'll look tomorrow if no response.

Also, I thought the red bonus-detailing floaty thing was Taiwan at first. Not a serious issue...just something I thought I'd get out there. Okay. Bye.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby generalhead on Thu Dec 27, 2012 10:00 pm

A lot of the territory borders are really hard to see, especially the in the red region.
I like the pattern in the water but is doesn't seem right for some reason. Could be me as usual.
I like the idea of this map, good work.
I'll check more later.
c-ya bud.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby Seamus76 on Fri Dec 28, 2012 8:28 am

ManBungalow wrote:Isn't there a thread for a very similar map hanging around her somewhere?

I'll look tomorrow if no response.

You are correct. The original map was started and abandoned by gimil back in 2008, and I came across it when I was looking to start the map myself. I really love his colors and layout, as well as the simplicity. I tried to give credit to him on the map, but if there is other wording I need just let me know. I also reached out to him a few months ago to discuss but he has left the site as you may know.

by generalhead » Thu Dec 27, 2012 11:00 pm
A lot of the territory borders are really hard to see, especially the in the red region.
I like the pattern in the water but is doesn't seem right for some reason. Could be me as usual.
I like the idea of this map, good work.
I'll check more later.


I can darken those borders. Personally I really like the water pattern, but I'll play around with the opacity to see how it looks. Thanks for the comments as always GH.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby ManBungalow on Fri Dec 28, 2012 3:29 pm

Could you add a link to Gimil's thread to the OP ? For good measure.

viewtopic.php?f=242&t=51881#p1340757

I'll feedback on this more later.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby Seamus76 on Fri Dec 28, 2012 4:47 pm

Thanks for the feedback. I've added the link into the OP.
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Re: Three Kingdoms of China - v1.0 [2012-12-26] p1

Postby Seamus76 on Tue Jan 01, 2013 12:56 am

CURRENT UPDATE INFO - 2013-01-01:
- Updated the title and added a slight drop shadow. The positioning still needs to be adjusted though.
- Brought out the tert borders a little, especially for Wu.
- Toned down the Wei mini-map labels.
- Added the one-way assault through the mountains.
- Updated the mountains.
- Other general cosmetic touch ups.

Looking for some input on the capital bonus. Is it too simple the way it is? Should it be something like Hold all 3 for one round to win, or +5 for 3, etc.? I think other than that most of the gameplay issues were all worked out on the original map, but please let me know some thoughts.

CURRENT MAP VERSION:

v1.1 - Large (840x800)
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Re: Three Kingdoms of China - v1.1 [2013-01-01] p1

Postby koontz1973 on Tue Jan 01, 2013 12:53 pm

OK seamus, I am going to be brutal here, so please do not take anything personal.

Map background is great, not much can be done on that apart from touch ups. Territ lines do seem a little hard in places. Might be an idea to swap the colours out. Colours are going to be a problem. You will need to change them.
show: CB tests

Mountains, do not work on this map. Go and look at similar maps with bright colours. You will see they all have inverted v shapes with a single colour in them. Either that or a top down view of them will work. Next to Jiaozhi, you have a red symbol that is very faded, what is this?

Game play. Look at this from natty dread to see what I meant about adding some trade routes and other towns onto the map. Only holding 3 cities where you may deploy next to them is going to be bad for the game play boys. They will get you to change this for a winning condition. I suggest at least one capital for each bonus zone. Have trade routes between them with the winning condition of holding 4 complete trade routes. Bung a bonus onto each one and players will go for them.

Good luck with that. ;)

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Re: Three Kingdoms of China - v1.1 [2013-01-01] p1

Postby nicarus on Tue Jan 01, 2013 1:05 pm

how about placing invading armies into the neighboring counties with supply lines leading back to the capital. if supply line is held, you get an auto deploy on your armies that can attack up to two terits away?
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