I came back just for this quench and have been a naughty boy using my multi to play your map
I love how the cavalry allow you to jump across the board very much like knights in chess...
Moderator: Cartographers
it was worth coming back for - this map is classBENJIKAT IS DEAD wrote:Congrats on a very very cool map cairnswk.
I came back just for this quench and have been a naughty boy using my multi to play your map![]()
I love how the cavalry allow you to jump across the board very much like knights in chess...
Player57832...thank you for commenting, and without the risk of appearing arrogant, the next time you want to express something about a map, please give the mapmakers the courtesy of your presence in the foundry before a map gets quenched. You are much more likely to have success with me before my maps gets quenched as this is the more appropriate time to comment on the play in everyone's maps.PLAYER57832 wrote:Suggestion Idea:
Several things on waterloo are quite different from other maps and should be better explained in the legend
Specifics:
1. artillary
a. state in legend that armies cannot fort from these positions. This is not like other bomabardments
b. clarify where you can and cannot attack. In some cases, I think it actually needs to change. For example, M03 can attack Huaghonot village positions, but P03 cannot attack villages on that side. That is just one example of the many inconsistancies. I personally would like to see more uniformity, but at a minimum, it needs to be clarified.
c. Since these attacks are neither truly like other bombardments nor standard attacks, I would like to see a different name used (maybe artillary fire or something???).
2. It may be too late for this, but the territory colors are unusually difficult to discern. Can they be altered slightly?
3. Some of the names are hard to discern at first, especially for the farm houses and towns. It takes a game or two to even know what is what. This could be explained better. The commander names are explained, but the farmhouse and town names are not necessarily that clear.
Why it is needed:
#1: The waterloo map is always going to be a "complicated" map. Still, there is no need to make it unduly so. The artillary issue, for example, is definitely NOT clear to anyone who hasn't played this map before. I have no issue with the change. I just feel you need to explain it better, beginning with using a different name for this new, different sort of attack and then followed by a better explanation -- detailing better just what these positions can and cannot attack AND that armies put there cannot be forted off. It isn't clear now. The name change would allow anyone else wanting to employ this sort of attack in a new map to do so with uniformity. Right now we have regular attacks and bombardments. This would be another alternative. I like it, it just needs to be explained better.
#2 - self-explanatory. Darken, brighten ??? Different colors are nice for a change, but these are hard to discern.
#3. Just a better explanation on the legend would make figuring out what is what a bit easier. It shouldn't take 2-3 tries for an explerienced player to figure these things out. .. . and I am not just referring to myself.
To all:
Thank you for your attention!

Thanks Kinnison for your comments.Kinnison wrote:I have an entirely different *and somewhat minor* problem...
It's with cavalry. Nowhere is it noted that cavalry can FORTIFY up to two positions away, but it is possible for them to do so. Perhaps it's supposed to be assumed by their attack range. This is... oddly phrased, but acceptable.
The second is with BOB and the map, I'll go toss that into the BOB thread.


Yes it is weird isn't it Lone.prophet. That's because they haven't been given borders with each other, deliberately.Lone.prophet wrote:but it is weird they cant fort there naighbours

Yes edbeard i agree...i had a triples game with yeti and that dude that was dead, o benjikat (sorry i forgot his name) and we ended up playing real time...it was a blast, i learnt heaps about my own map.edbeard wrote:this map is quite fun I must say.
I think it's better for team games as I'm having some fun in my triples games just using the artillery to bombard away. I think those 14 territories are quite important.

Hmmm good use of the word "blast"!!!!cairnswk wrote:Yes edbeard i agree...i had a triples game with yeti and that dude that was dead, o benjikat (sorry i forgot his name) and we ended up playing real time...it was a blast, i learnt heaps about my own map.edbeard wrote:this map is quite fun I must say.
I think it's better for team games as I'm having some fun in my triples games just using the artillery to bombard away. I think those 14 territories are quite important.![]()
Shame we don't have sandbox.

I think the trick is that you have so many choices to make when setting out each turn that it always feels like you might have taken another approach. At first I wondered at all the "continent" bonuses, but then I realized that to take advantage of them requires a lot of planning and effort, so it balances out.lt.pie wrote:its the best map for strategy by far in my opinion-

