the term regional bonus often means something else (for example, a bonus for the number of regions held, such as +1 for every 3 regions), so replace it in the legend by main cuts or something more appropriate.
ian.
Moderator: Cartographers
Which maps are you referring to? I am curious!dana1971 wrote:Hey thanks to everyone who posted constructive criticism.
I'll look at this more closely and work on a new version.
In terms of the 88, I guess that's why it needs the extra large sticker. Keep in mind I have seen other maps that don't fit three digit armies.
So you know, the last version I posted was the smaller version of the map, but I agree the tail area needs more space.
Best Wishes,
Dana
Army Numbers - Army numbers are an essential component of every CC map. Their placement is important - it must be clear which 'territory' each army belongs to, and there must be enough room to fit a three digit number without compromising legibility of borders or labels. You may wish to use CC Army Digit Images to see how the map looks with the addition of army numbers, and to check the placement of 'army circles' if you choose to use them.
The map you posted was world 2.1. That was done back in 2006, a whole 5 years ago and the foundry and CC as a whole was a different place then. Since then, rules and guidelines for maps have been written and must be kept to. Which means you do need to keep to them no matter what has come before.dana1971 wrote:In terms of the 88, I guess that's why it needs the extra large sticker. Keep in mind I have seen other maps that don't fit three digit armies.
So the small version. Come on, lets try to go a tad more slowly with this. You have not really addressed any of the problems with the GP yet so no need to go onto the small now.So you know, the last version I posted was the smaller version of the map, but I agree the tail area needs more space.


Those isues has been suggested b4 with no responce, Butchers shop would be the perfect scene for that mapndrs wrote:To free up more space on the animal, perhaps you could use a more compact version of a bull?
Something like this:
You could even remove some meat terts and add more playability to the surroundings instead. A butchers shop or something. Or portray the meats way to the table by transports / problems with mass production of livestock / CO2 emissions / diseases...
I think that angle would make the map more interesting.
This quote doesn't go against anything I said I think. Basically what it's saying is that as long as it's clear where your troops are then it's good.thenobodies80 wrote:From guidelines:Army Numbers - Army numbers are an essential component of every CC map. Their placement is important - it must be clear which 'territory' each army belongs to, and there must be enough room to fit a three digit number without compromising legibility of borders or labels. You may wish to use CC Army Digit Images to see how the map looks with the addition of army numbers, and to check the placement of 'army circles' if you choose to use them.
Technically on the Classic map, the 'big areas of wasted space' you mention function as impassable gameplay elements. I think those concerned about your 'big areas of wasted space' is that they are without function other than taking space.dana1971 wrote:
In terms of the surrounding area, it's been suggested that I have a lot of wasted space? I don't agree. Look at the classic map. Should the big areas of sea be considered wasted space because you can't conquer it? This map should look like a cow and I don't want to clutter the image by forcing more gameplay elements into the corners and sides. (Perhaps I'm misunderstanding the comment?)
there must be several winning strategies for what is essentially a non-specialist map, not just one. the reason why there is active discouragement of the above type of bonus distribution is that it's already the instinct of many players in a multi-player game to hide in a corner and let everyone else weaken themselves by attacking each other. by putting easily-held bonuses in the extremities to reward this ignoble type of play, u are penalising both those who play actively and those who are unlucky enough to be dropped with most of their forces in the middle.dana1971 wrote:The way I saw Prime Beef working was that players would go for the easy bonuses in the legs, tail and head first. Then they would expand into the center of the body to try and grab bigger bonuses.
an interesting concept, which is improved by the tongue being able to attack the grass. this might work even better with a slightly smaller number of neutrals. 8 is a lot of troops to lose to break a +2 bonus.dana1971 wrote:I could see big forces piling up in the legs and the grass is there to allow one leg to attack another through the back door, but in a fog of war game you would never know what is on the other side of the grass. To keep that element of surprise, the grass resets itself.
nothing wrong with this idea, except for the tail bonus being too easy to hold, which means more troops with exclusive access to the cow pat +2 auto-deploy.dana1971 wrote:I saw the cow pat as the wold card spot. If you can hold the tail and the cow pat for long enough you could build up a large army which can only attack the hind leg. That army could then spread to the next leg if it was big enough. A bit like how foot and mouth was spread.
the best maps do not have easily-protected small bonuses in the corners and no way of winning if u start from the middle. the changes i mentioned in my previous post do not make the whole map equally-balanced. they simply redress some of the imbalance, so that the legs and tail will still be popular bonuses, but will not be the only ones to be considered in the early and middle game.dana1971 wrote:The best maps have easy bonuses to hold and hard bonuses to hold. I'm not interested in making a map where the whole map has equally balanced bonuses.
thenobodies80 wrote:Hope to see you work on a better project soon,
Take heed of these wise words...DiM wrote:i completely agree with tnb80 on this one. i've been saying this from the start. the theme is a joke (a bad one) but the graphics are nice. unlike many other wannabes you actually have skill and it's a shame to see it wasted on a cow map.
so to end with some very true words:
thenobodies80 wrote:Hope to see you work on a better project soon,

I'm surprised you feel this was DIM. You made a really cool abstract map with yarn. I love it because it's different and stands out.DiM wrote:i completely agree with tnb80 on this one. i've been saying this from the start. the theme is a joke (a bad one) but the graphics are nice. unlike many other wannabes you actually have skill and it's a shame to see it wasted on a cow map.

Totally Valid Imo. Keep at it Dana!dana1971 wrote:I'm surprised you feel this was DIM. You made a really cool abstract map with yarn. I love it because it's different and stands out.DiM wrote:i completely agree with tnb80 on this one. i've been saying this from the start. the theme is a joke (a bad one) but the graphics are nice. unlike many other wannabes you actually have skill and it's a shame to see it wasted on a cow map.
Not sure why your map theme is any more valid than mine?
I've put a fair bit of time and effort into this map and think it would be fun to play not because of the theme but because of the game-play.
I will have to have one more pass at it before the powers at be undoubtedly can it.
Likewise!Bruceswar wrote:I cannot wait for this one to come out. While some might not like it, I certainly do.
