Treasure Map v14 INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: x starts with 10 neutral units, other territories on Grendelia start with 7 neutral units, and are killing neutrals
Objective: hold X for two turns to win v18 to do:
1. delete useless territories changes:
1. changed ardenfolder names, shape, and territs
2. font
3. borders, as to fit names
4. color of x
5. one way border advanced draft?
This looks worlds better - the font makes a difference, but North pass seems to be in the old font.
Removing the clutter from the right side has allowed me to focus on this more - before it was tough to look at.
The colors look better as well.
What is drawing my attention now are the ships - they are too faded, and seem to be placed above the map rather than being a part of it. I'm sure hand drawing them would be very difficult, and since I've never done that, I don't feel comfortable suggesting that you do it.
i'm not a map maker, so my suggestion are limited, but I think you need to find some way to make the ships fit in with the map more - make them become part of the map.
For example, if you look at the midgard map (the new centerscape in the main foundry), the ships there (though they are not part of the game play) look like they really fit into the map stylistically. I'm not suggesting you copy those, but you need to find a way to make your ships fit into your map - not just stylistically, but also technically, make them fit into the map, not sit above it.
I'm having a tough time choosing my words properly, but hopefully that helps a bit. If not, I'll explain it when I see you.
I'm also not crazy about the legend, but don't have any quality suggestions at this point. I'll continue to think on it.
ok i have used this website to find my new boats http://website.lineone.net/~dee.ord/Tudors.htm I reduced the opacity to 50, and i think that they are looking good. Does anybody think i should get rid of far west, and maybe far east?
Treasure Map v14 INFO
Name: Treasure Map
Cartographer: LED ZEPPELINER
Territories: 48
Continents: 7
Special Features: x starts with 10 neutral units, other territories on Grendelia start with 7 neutral units, and are killing neutrals
Objective: hold X for two turns to win v18.5
to do:
1. delete useless territories
2. tinker with legend
changes:
1. borders of territs to fit names in
3. boats
4. compass advanced draft?
here are the only suggestions i can think of after staring at the map for like 5 minuets
1. Whats is that wierd black stuff on "ye old port"? I would take that away
2. Can you clear up what the "far east" can attack. I cant tell if it can attack, eastern peninsula and new cove or just new cove.
3. In terms of gameplay, i would look at, Crains Coral Coast. There are pathways through the mountains and i think that would be a good idea here.
One place would be between, E. Haven and Far west (the far west in the yellow).
4. There are 2 "Far west" one in the red one in the yellow, that needs to be changed
Graphics seem good for now … Gameplay:
1v1: 36 starting regions split up to 11 for player 1, 11 for player 2, and 14 for neutral, no? So you get 3 to drop. Let's say I get a good drop, get the boats which is +2. I drop 5 on N. Bound, take S. Bound, and it's unlimited forts. Now that I have N. Bound and all the boats linked, I fort 10 over to N. Bound, giving me a 15-16 stack there. Next turn, I drop 3 or 5 (depending on if I still have that bonus) on N. Bound. Wait a minute … do I have to go all the way around from Treasure Cove south to Dead Man's neck? If I do, I take treasure cove with a 18-20 stack, then South Grendelia. Sit tight again. Next turn, I have 16 on there. Drop 3 (bonus has been broken by now), 19v3,3,3. Sit tight. Next round, 8+3=11 on Dead Man's Neck. Game over with decent dice.
That's my concern for now. The terts on Grendelia are 3 neu, right?
what do you suggest? should i make the neutrals start with more, or just make them all killer, X also starts with 10. I will change far west (one of them) i don not see any black stuff on 'ye old port. SHould I change the boats back to how they were?
the.killing.44 wrote: Wait a minute … do I have to go all the way around from Treasure Cove south to Dead Man's neck?
.44
yes you do, and dead man's neck is killer, and all the others are -2, should it be more.
Your killer neu crazy! I think unless someone gets a wild drop in a 1v1 like I said before, I doubt any people will go for the treasure because it can cost sooo many men.
Fixing the colour borders really makes a difference to the map. I have concerns about the gameplay, but think you've earned the chance to move up a level...
[Advanced Draft]
PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that
MrBenn wrote:Fixing the colour borders really makes a difference to the map. I have concerns about the gameplay, but think you've earned the chance to move up a level...
[Advanced Draft]
gåcîás THis means soooooo much, ive benn hoping for this a long time
OK, this is basically how it all works... set neutrals
All territories on Grendelia are neutral
killer neutrals
Dead Man's Neck is the only killer neutral
-2 troops
all territs on Grendelia, except X and dead man's neck are -2 troops[/spoilers]
X
X starts with 10, i am now considering 7 or 5...
I am open to any suggestions, if you feel that you would prefer taking out ur opponent instead of X, tell me why, i may make it easier as to draw more people closer
Let's see... the closest person has to go through 15 neutrals to get to the X, without taking it. Add on whoever many on the X to that number. If you were to build, you would need 5 rounds to get to the x, perhaps 8 to take it with moderate dice. So I would say that getting to the X might be a tad bit easier. make the -2 to a -1 or something like that. Seems that 8 rounds is a lot, especially since 8 rounds to take it, not take and hold it.
You need more than 2 paths to the island. Perhaps you should add some ports on the main island and the other island. Ports may start as varying neutrals depending on hop far away they are from the X. My concern with even this though is that the island is so narrow. One port would be in the way of another so the outside ones would be useless.
This is an odd fix, but you might move the X to one side of the island, such as the Horn. Make the island more accessible from the other side, so that there are not precisely 2 paths to the X.
However, I am no gameplay expert, so you can choose to ignore as much of this advice as need be.
Treasure Map v19 v19
This is basically to show where the neutrals are planning on being, i changed some from what i told you people, and i added more attack routs
Click image to enlarge.
to do:
idk right now
changes:
1. SHowed Neutrals
2. added more attack routs to Grendelia DRAFT?