Shumagin Islands

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porkenbeans
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Shumagin Islands

Post by porkenbeans »

Last edited by porkenbeans on Sun Feb 08, 2009 6:57 pm, edited 5 times in total.
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the.killing.44
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Re: Shumagin Islands

Post by the.killing.44 »

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Wow - nicely done on the graphics. But on gameplay I'm :? … and the things in the key you have aren't possible with the current XML, no?

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porkenbeans
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Re: Shumagin Islands

Post by porkenbeans »

Thanks, The gameplay is just an idea. I do not know how hard it would be to make so. It would however make for a game that is not a building one, as a lot of games tend to be.
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The Neon Peon
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Re: Shumagin Islands

Post by The Neon Peon »

You have way too many territories that connect to only one other territory. This is really bad for escalating.
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porkenbeans
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Re: Shumagin Islands

Post by porkenbeans »

So, do you think that, it needs more water routes ?
I was contemplating that.
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porkenbeans
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Shumagin Islands

Post by porkenbeans »

http://www.conquerclub.com/forum/viewto ... 63&t=77321
I guess this must be the proper place to post this. 8-)
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oaktown
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Re: Shumagin Islands

Post by oaktown »

Hi porky. I agree with the above comment about the graphics - this looks better than most first drafts. And the idea of spelling out bonuses is a fun idea - it has been played with before but nobody has ever followed through.

Gameplay-wise, there are some things that will need to be addressed to conform to Foundry and CC standards. For starters, the extra die idea - while creative - isn't possible given the current game engine. It would be cool to add an XML feature that allowed some territories to attack or defend with an extra die, but I don't see the intermittent extra attacker idea ever being practical. Same with the open water routes idea - it would be an extremely frustrating game feature.

Beyond that, the water routes are really problematic in that they don't really connect anything. You haven't drawn in territory borders, which is fine if you're going to use a map that links territories via roads as you have. But you've made a hybrid map - roads connect army counts, and water routes connect undefined territories.

And as you proceed, be wary of the dangers of giving too many small bonuses... in a two player game, the first player could easily drop three or four +1s, giving him 7 armies on his first turn with which he can tear up his opponent. Player 2 is all but eliminated before he ever gets to go.

Alright, carry on... again, nice start. With future updates please use the IMG tags so we can see the map without clicking out, and you could use your first post to give us some background and basic info about the map - what is it inspired by, how many territories are there, etc.
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sailorseal
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Re: Shumagin Islands

Post by sailorseal »

Cool, idea very cool. I would increase emphasis on letters and words in the game play and bonuses. (aka more "wordish" bonuses)
1. Add more water routes on the right side
2. Make the borders clear
3. Make the "green light" a less frequent event
4. Make the "green light" green and clearly show that it is the light
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porkenbeans
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Re: Shumagin Islands

Post by porkenbeans »

Click image to enlarge.
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more graphic work, I have not added the roads yet. your suggs. and comments are invited. 8-)

The game play is totally up for discussion.
There are obviously 26 territories (camps), with room for 3 or 4 more.
there are 6 continents (flag color), bonus areas.
there are 6 canons that can attack each other.

As for the inspiration, well after my revamp on the Brithish Isles map, I was asked to try something original.

I have this and another map in progress, I will post it as well, in the near future.
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porkenbeans
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Re: Shumagin Islands

Post by porkenbeans »

I just noticed that my gif has a faint screen over it. You can see it clearly on the light blue areas. This has made my map a bit fuzzy. Does anyone know how I can fix this ? :(
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porkenbeans
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Re: Shumagin Islands

Post by porkenbeans »

Click image to enlarge.
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Lets see if this is any better.
Yeah, the fuzzy is gone. :D
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sailorseal
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Re: Shumagin Islands

Post by sailorseal »

Now we just need a legend and something to explain the flags and maybe an explanation of "Click"
Like the idea!
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