
Moderator: Cartographers


Much much better, thanks DiM. Satisfies me on that point.DiM wrote:i still have no idea what exactly you want me to doforegone wrote:I've been busy staring at it continuously trying to work out how to translate it into words. The broken edges just feel too sudden to me and make it look removed from the map. What about trying to add a little ridge with a lightened colour, kinda of like broken coloured candle has a lighter colour on the inside?DiM wrote:fix the wax seal (when foregone tells me what's wrong with the broken edges)![]()
i'll try to rework it on my own and see if i match your wish
edit//
would this be better?
i made it look like it broke in steps and partial pieces still remained at the broken edges. also i reduced the whiteness you mentioned before and made the cracks more visible.
the text is still crappy but as i said before it will be changed when i find a name.
indeed a circular seal would fit nicely in that corner and i wouldn't have to bother with broken edges and stuff BUT i wouldn't be able to fit the map name inside a circular sealMrBenn wrote:I wonder if a circular seal would fill the space better?

considering ketchup and blood leave very similar stains i guess they're ok.bbqpenguin wrote:the bloodstains now resemble spagghetio's stains...
is it supposed to be orc blood?
the red wax seal is where the title goes and i haven't bothered to make it legible because i don't have a title yet.cairnswk wrote:Dim. I've just looked at this new map...starting very professional. However i will look in more on it later to understand what is going on.
For now, i can't read whatever is on the red stamp top left corner.
do you really think i can fit 261 terits and a lengthy legend if i make graphics like that?Kaplowitz wrote:I dont like parchment, i think this would look better if you just made it like AoR1.
let's be serious. a square island with square terits is pointless.Kaplowitz wrote:Why not one big island? You can still have square territories, and everything.

well you got this one wrong. you don't have to take those 8 terits to get that class. perhaps you were misslead by the fact that each group is inside a rectangle. i'll have to fix that.I have to conquer all 9 of my territories to get hold of whatever fighting class I am. So if I start at A20 and I conquer those 8 territories, if I conquer E16, I'll get a +1 for being a cleric and holding the Cha territory
i initially planned all blanks to start with 1. perhaps some will have more, i don't know. thing is i want people to move fast and yes some starting positions are close but that's why i made them unconquerable (so there won't be first round eliminations) and also added altars that give negative bonus to different alignments. because of the altar plus and minus bonus and because each location has diff alignment locations next to it i'm fairly sure there won't be any early rounds bashing and the actual battle will take place around the treasure chests and skills. for example the barbarian has the witch and the warlock as neighbours. neither of them wants to come inside the barbarian altar because they won't be able to eliminate him (starting position can't be conquered) plus they won't gain anything from this (the blue altar of the barbarian gives negative bonus to the red players (witch and warlock)) so they will probably go towards the centre of the map or towards another player of same alignment as them.I prefer the latter so having 1 army on most blanks (except maybe those like the ones in between the barbarian and the warlock) seems better to me. getting around should be easy and 1 army does that.
that's why i said between 25 and 50. i want it to be low to convince people to go for it but not to low to allow a quick rush in the first 2-3 rounds.the problem you're going to run into is the same as Das Schloss. I don't think cairnswk has solved it on his map yet. How do you get an objective map where eliminating other players is hard or impossible not to turn into a stalemate. to be honest, I'm not sure it is possible. I'd say you shouldn't put 50 armies on the objective. I'd put something much smaller like 16 or 20.
actually stalemates where my first concern when i decided to make this map objective only. that's why i added the +1/-1 thing and the personalized bonuses for each character.ok wait I think I missed something. the +1 and -1 for realms where you travel. so if I hold a class, I get +9? if this is true then I guess you have to make those +1. it's definitely interesting because there's less incentive to stop someone's bonus because you'll get a minus for it. especially on treasure chests. when you add the fact that generally people won't be getting large bonuses from holding skills, breaking people makes even less sense.
to be honest, now that I realised the +1 -1 thing, I think stalemates will be VERY commonplace on this map. everyone's getting a +9 minimum. how many armies will I have to get to A) grab the objective and B) hold the objective. people can't really get more than lets say +8 from skills. generally they'll be in the 3-5 range on that I think. I just don't see how people can separate themselves from the competition which is very important in a non-elimination game. I'll leave my previous comments even though they don't really apply since you might find some use out of them. even if you removed the +1/-1 thing I think you'd run into this problem. das schloss games ended when people deadbeated and allowed others to win. Or, one player was lucky enough to gain a totally dominating position. I don't think any player can gain a dominating position with the current gameplay or even if you removed the +1/-1 thing. I'm not really sure how to fix this. it's not an easy thing to get around.
it was never meant to be a 5 round map. i want long hard fought battles but i see your point. some people may not see the beauty of long battles and may give up.edbeard wrote:trust me. it's way worse on a map where you can't be eliminated. das schloss showed this to us.
whether you're good or evil, your good or evil counterparts are quite far away so taking over one of them will take a long time. the +9 starting bonus (effectively) will make this even tougher to do. basically because of that bonus and that the other bonuses are relatively small, separation will be difficult. how do I become dominant? everyone will be fairly even in strength. somehow people need to be able to get larger bonuses so separation can happen. obviously on this map games will be long but the way you have it set right now will make these games go on forever unless people deadbeat or decide not to break the objective just so the game ends.
i have nothing against reducing the objective bonus as long as it's not too low as to allow people to rush towards it in the first few rounds.edbeard wrote:1. start the objective with less armies. it gives people the option to say "I might as well take it to force people to stop it and prevent them from grabbing other bonuses." there's also the strategy of me not stopping the objective and forcing someone else to do it. It kinda makes a back and forth of people stopping the objective one turn and grabbing bonuses in other turns. I'd say something small like 8 or 10.
a. no i like it like thisedbeard wrote:2.
a. lower the bonus for holding the altars
b. increase some of the other bonuses or create couple new bonuses that are large.
this allows people who grab a few bonuses or one of the large ones to separate themselves and become a dominant force allowing the game to end.

How about "home altars" give double "away altars"?DiM wrote:one way would be to make each altar give a bonus only to the character that starts there. anyone else gets 0 but this will lead to a lower number of overall bonuses.


i have nothing against this as long as i can fit it in the legend.yeti_c wrote:How about "home altars" give double "away altars"?DiM wrote:one way would be to make each altar give a bonus only to the character that starts there. anyone else gets 0 but this will lead to a lower number of overall bonuses.
C.