Moderator: Cartographers
Up-Down means linear up/down. If you start at the top you need to attack through the middle to get to the bottom. The suggestions is maybe take some of the roads or water ways and let north territories attack south. That way the map has more circular movements.Kinetic1 wrote:what does too up down mean? aren't the dock/ports access enough?unriggable wrote:Its too up-down. Add train stations like in the mexico war map.

I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).
dont worry about him he never has anythnig nice to saySpockers wrote:I don't think you will get a lot of interest in this map. It's not all that interesting and looks overly complex for what it is.
Been tried before and won't work.
Top Score:2403natty_dread wrote:I was wrong
For instance Kinetic1....you could have a completely new continent on the right side of the map that stretches from north to the south using that freeway as connection road between the terts.WidowMakers wrote:Up-Down means linear up/down. If you start at the top you need to attack through the middle to get to the bottom. The suggestions is maybe take some of the roads or water ways and let north territories attack south. That way the map has more circular movements.Kinetic1 wrote:what does too up down mean? aren't the dock/ports access enough?unriggable wrote:Its too up-down. Add train stations like in the mexico war map.

ok i think you are right.. but i still think you are missing the sudoku feelingPious wrote:I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).

I'd make it so that if you fortify/deploy the solution numbers of a continent you'd get +1 or +2, but I don't think that could be implemented in XML for just one game. (Though it would have uses to have to keep a certain number somewhere for a trigger, prevents the fort-straight-to-border strategy used everywhere except the less-common chained/adjacent fortification games, where it's probably a similar thing but slower. I can see the places this idea could go.)maritovw wrote:ok i think you are right.. but i still think you are missing the sudoku feelingPious wrote:I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).