Dukasaur wrote:Bruceswar wrote:Fixed now... I did not mean to turn off that layer
Cool!
Also fixed the border which was not thicker or sticking out, but I reworked it. Lim is fixed also.
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Dukasaur wrote:Bruceswar wrote:Fixed now... I did not mean to turn off that layer
Cool!
iancanton wrote:Bruceswar wrote:@ the point about the islands. I want that bonus to come into play... So with that said if you make it a 1 bonus then nobody is gonna mess with it. Make it 2 and people will want it.BluU wrote:I also think islands should yield a bonus of 1 comparing to the other bonuses of 2 which look much more harder to defend[/list]
bruce, +2 for the 2-region osel bonus will not fly. not only does it mean that the easiest bonus zone to take has the biggest bonus-to-region ratio at 1:1, which is the wrong way round, but the location of osel is the most natural place on the map to hide in a multiplayer game while collecting a bonus and waiting for opponents to weaken each other; +1 per turn is enough of a reward for the hide-and-wait strategy.
The Islands are a plus 2, which is a 1:1 ratio but that will help balance out the lower part of the map. The north needs some pull also.
there is also no reason for an easy sea connection between kuressaare and talsi. no bridges, ferries or planes go that way in peacetime, while an army will find such an international sea crossing extremely hazardous: hitler's forces failed to cross a similar distance from france to england. removing this sea route gives some respite to courland, which has been hard-pressed all through the development of this map.
While the Sea route might not be the best choice for a sea route I think for this map it is very needed to keep the map from clogging up in the middle of Latvia
some more of those awfully nice trees, positioned between kuldiga and tukums, together with removal of the sea route, will help to give to the map at least one bonus zone larger than classic oceania that players will consider to be viable.
I am open to adding trees there if enough people support it. Anybody else support it?
with 6 border regions to defend, the riga bonus is too hard for a +5. this can be solved by putting trees on the north side of limbazi.
Also the same here any more support for it? I am open to that idea also.
the n1 neutrals will need to become n2 neutrals if, during beta, it is clear that the 3-region bonuses are the first to be held in the vast majority of games. from the mapmaker handbook, there should be many ways a game might progress on a map, and many roads to victory. if holding a 3-region bonus before the enemy does is the key to victory in 80% of 1v1 games, for example, then the map clearly fails the many roads to victory test.
As stated I am going to wait till beta. If it is a major issue then ofc it will be changed. Lets see how it plays out.
did i say that i like the trees? they look a lot better than the mountains, which are unconvincing, and the rivers, which are still a different hue from the sea and lakes. is there any chance that u might replace either the mountains or the rivers with more trees? incidentally, trees don't grow in straight lines. where u have room (such as between jurbarkas and marijampole), draw an odd-shaped clump of them that covers the borders and more. the africa ii map has good examples of non-linear clumps of trees that cover borders.
The mountains have been redrawn and look much better now. As to adding in more trees. I will look into it and see what I can do.
ian.
Bruceswar wrote:iancanton wrote:Bruceswar wrote:@ the point about the islands. I want that bonus to come into play... So with that said if you make it a 1 bonus then nobody is gonna mess with it. Make it 2 and people will want it.BluU wrote:I also think islands should yield a bonus of 1 comparing to the other bonuses of 2 which look much more harder to defend[/list]
bruce, +2 for the 2-region osel bonus will not fly. not only does it mean that the easiest bonus zone to take has the biggest bonus-to-region ratio at 1:1, which is the wrong way round, but the location of osel is the most natural place on the map to hide in a multiplayer game while collecting a bonus and waiting for opponents to weaken each other; +1 per turn is enough of a reward for the hide-and-wait strategy.
The Islands are a plus 2, which is a 1:1 ratio but that will help balance out the lower part of the map. The north needs some pull also.
Bruceswar wrote:iancanton wrote:there is also no reason for an easy sea connection between kuressaare and talsi. no bridges, ferries or planes go that way in peacetime, while an army will find such an international sea crossing extremely hazardous: hitler's forces failed to cross a similar distance from france to england. removing this sea route gives some respite to courland, which has been hard-pressed all through the development of this map.
While the Sea route might not be the best choice for a sea route I think for this map it is very needed to keep the map from clogging up in the middle of Latvia
Bruceswar wrote:iancanton wrote:some more of those awfully nice trees, positioned between kuldiga and tukums, together with removal of the sea route, will help to give to the map at least one bonus zone larger than classic oceania that players will consider to be viable.
I am open to adding trees there if enough people support it. Anybody else support it?
Bruceswar wrote:iancanton wrote:with 6 border regions to defend, the riga bonus is too hard for a +5. this can be solved by putting trees on the north side of limbazi.
Also the same here any more support for it? I am open to that idea also.
Bruceswar wrote:iancanton wrote:the n1 neutrals will need to become n2 neutrals if, during beta, it is clear that the 3-region bonuses are the first to be held in the vast majority of games. from the mapmaker handbook, there should be many ways a game might progress on a map, and many roads to victory. if holding a 3-region bonus before the enemy does is the key to victory in 80% of 1v1 games, for example, then the map clearly fails the many roads to victory test.
As stated I am going to wait till beta. If it is a major issue then ofc it will be changed. Lets see how it plays out.
Aleena wrote:ya make special thanks all most not readable - for why promote such willingness to honour those whom helped ya....
RjBeals wrote:This map looks good. Only thing I would change is the special thanks font in upper right. The clear font with black outline doesn't blend with the map.
RjBeals wrote:Aleena wrote:ya make special thanks all most not readable - for why promote such willingness to honour those whom helped ya....
You're lucky your name is even getting put on the map.
koontz1973 wrote:Bruce, nice, Tukums, name is on the border, can you move it slightly to in the region. You seem to have the room. Tree impassable next to Zemgala, can you add one more tree to the end of the line please. Lastly, have to agree with RJ over the thanks text. While I like his idea, Aleena has a point over making it fit the map better so do it in the style and colour of the country names (Russia, Belarus and Poland). That should be a good compromise between the two ideas and fit in with the map.
iancanton wrote:Bruceswar wrote:iancanton wrote:with 6 border regions to defend, the riga bonus is too hard for a +5. this can be solved by putting trees on the north side of limbazi.
Also the same here any more support for it? I am open to that idea also.
riga and courland are certainly undervalued otherwise.
isaiah40 wrote:iancanton wrote:Bruceswar wrote:iancanton wrote:with 6 border regions to defend, the riga bonus is too hard for a +5. this can be solved by putting trees on the north side of limbazi.
Also the same here any more support for it? I am open to that idea also.
riga and courland are certainly undervalued otherwise.
Have you given any thought to this?? I think it would be a good idea to do.
Bruceswar wrote:I am still not sure about the trees there. Though I guess it could be done.
koontz1973 wrote:Bruceswar wrote:I am still not sure about the trees there. Though I guess it could be done.
Go with some trees. I would also go one further than ian and add some trees at Cesis to block that territ from Madona and Gulbene. My reason is one purely from a players stand point. I love the maps that give you choices and force you to make decisions on a way to go. But I will leave this extra one to you to decide on.
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