Moderator: Cartographers
Well, the canal and shipping lane bonus is easy, "Hold Canal and both Shipping Lanes +1", that's not necessarily more onerous than the russia + kaliningrad bonus on Europa.oaktown wrote:The trick will be writing all of this up in a way that is clear to the lowest common denomiator CC user. If you go with the symbols over the lines you will have one symbol for the shipping lanes, one for the ports, and I'm guessing a different symbol for the canal (since the canal is part of the shipping bonus and the ports are not). Your legend will have to explain who can attack what as well as how the shipping lane bonus works - this could be a bit wordy.
It can also just be done graphically using the symbols, which is nice since this is a map of a spanish speaking region.lgoasklucyl wrote:The words of the shipping lane could be the same color as the port symbols, and it could just be:
"Each (port symbol) can attack its respective color lane; and each (shipping lane symbol) can attack ports of the same color."


-End of the semester; my brain is friiiiiiiedUm, your oceans are in the wrong place.![]()
-I agree that the dark strokes/outer glow stand out better, I'll update with them throughout the map =)I like the basic idea of the post symbols - now that the attack dots are gone I see that it'll be important to make the port symbols and sea routes stand out to make it impossible to miss them. The wheels with the light strokes get lost over the sea for me. Dark stroke will be necessary - the wheel in the legend is the best in my opinion.
-Accidently hit ALL the sea route layers, instead of just the larger ones; oopsie.You are aware that the sea routes to the islands are gone?
-All things I can fix rather easilyThere are some little spacing points that I see - Orange Walk and The Cayes look bunched; the "Atlantic Sea Route looks like it is more a part of the mini map than the main map; and I like how the wheel on the south coast of Canal seems to be more on land than on sea.
ThanksThe map is coming along nicely, Igo... glad to see you're back at it!
-Found it on google, removed the BG, fixed some outline problems, color overlay and some other changes. I've kind of grown to like it, though am open for suggestions on how to better fill that giant open space if most people would like something else better over the compass.Compass is washed out. It looks like you found that image on google, then pasted it onto this map, then desaturated (or used a darker layer blend) to remove the background. It still doesn't fit with the map
-I/quite a few people like the additional attack routes as a new gameplay feature- makes it interest past a straightforward map and avoids a lot of bunching up the center like on Indochina (nowhere near as much, but it could end up similar).Would you consider droping the helms all together, and just adding sea routes, like you had it earlier in the previous versions? Or in the Italy map? I just think the Pacific and Atlantic Sea Routes in the middle of the ocean are a bit confusing. I've added an alternate wheel just to show you a different style. I added a little shadow on the ground to make it "pop" more.
-I've tried it; it kind of screws with the bevel/lighting a bit too much.Consider using a black outline/stroke on your lakes. It may help. (not sure)
-I do like the idea of separating the minimap from the main map somehow (one of the issues I pointed out). I'm not sure your suggestion would fit regarding size, though. I'll see what I can do!Is there a way to keep your legend seperated from the rest of the map, like maybe in a subset box or some type of border around it? I think the map would look a bit better if that were cleaned up a bit. See my example. Not saying this is the greatest, but it cleans up that area more.
-Regardless of whether or not I use it on this map, I will definitely check out the .psd to get some tips on how to make awesome mini-mapsPSD included, feel free to use or trash this. Good Luck.
Photoshop CS3 File Link Below
http://www.sendspace.com/file/u0jnv3
i agree. the helms are a neater way of solving the bottleneck than having dotted lines that run the length of the map.lgoasklucyl wrote:Oak-I/quite a few people like the additional attack routes as a new gameplay feature- makes it interest past a straightforward map and avoids a lot of bunching up the center like on Indochina (nowhere near as much, but it could end up similar).Would you consider droping the helms all together, and just adding sea routes, like you had it earlier in the previous versions? Or in the Italy map? I just think the Pacific and Atlantic Sea Routes in the middle of the ocean are a bit confusing. I've added an alternate wheel just to show you a different style. I added a little shadow on the ground to make it "pop" more.
-The bonus would probably need to be slightly reduce in this instance, no? While it can still be attack via sea routes, it would only have 2 borders in the north and south, and if someone held the bonuses 6 total. Unsure where to go with this one.anyone who starts in nicaragua is at an obvious disadvantage: as well as being stuck in the middle of the map, it isn't next to a tiny bonus. we can reduce this disadvantage by merging 4 of nicaragua's regions into 2 (merge RAAN with RAAS and jinotega with chinandega, perhaps?).
-I kind of like the smaller bonuses, so a +2 doesn't give too much away if held for one turn. Are you proposing that the 3rd territ be locked in by the other two? In that instance it may work. (ie: Santa ana and Usultan are borders with San Salvador resting further to the west).i also think there would be fewer starting issues if the 2-region el salvador bonus became a 3-region one by adding santa ana in western el salvador (the san salvador troop count can be moved sotuh-east, with the name can going in the sea).
-I do like this suggestion, is there a geographical way to do this?to restore the starting count of 32 regions, an extra one in guatemala reduces the existing benefit of staring in the north (in 4-player singles, it's always nice to start at one end of a linear map, especially next to two easy bonuses).
-This one I disagree with, especially in escalating games. If most of your territs are in the middle and you cannot get to others/they have you surrounded, you have no chance of making a kill and sweeping. With the addition of sea routes you can move out of the center and effectively reach the other portions of the map.to help nicaragua even more (after being reduced to 5 regions), maybe the helm at rio san juan can disappear, sheltering it more?
I'm on your side with the sea routes (as I explained regarding especially escalating games in my last post). I can understand the extra in Salvador, though don't see it being 100% necessary.Incandenza wrote:While adding a terit to el salvador isn't a bad idea, I tend to think that nicaragua can stay the way it is... given the sea lanes, this'll be a pretty easy map to move around in, and it's not like someone's going to really "start" in nicaragua (and even if they did, they have quite a few options for proceeding). In a 1v1, sure, if someone predominantly drops nic and their opponent ends up strong in the small bonuses, that sucks, but that's kinda life when you're talking 1v1s on small maps. And the map is small enough already.
The thing that works for me now is that nic is something of a transitional area, a bonus that probably won't be held all that often, but nevertheless serves as the overland attack route from north to south.
I aim to please.lgoasklucyl wrote:Way to fast-post my extra long post breaking his apart
It could have been worse... I could have called it "frisky."Incandenza wrote:The hippo speaks wisdom, even though the way he used "playful" in the last paragraph has always felt like nails on a chalkboard to me...
-Apparently I don't know the difference between the Atlantic and Pacific Oceans geographically, I wouldn't expect me to be able to count to 34 if I were youIncandenza wrote: btw, you should update your first post, as there are now 34 terits, not 32.
-While I will defend the current organization by saying the sea routes provide better access to the +1s, Having a +2 in the south would really help to even the map out between the north and the south.whew, a lot has happened since I last checked in. There seems to be concerns that Niacaragua is at a disadvantage because of 1) its size and 2) lack of proximity to a small bonus.
It seems like a simpler remedy would be to just make Costa Rica a three territory +2 region. Merging Guanacaste and San Jose would mean it has three territories, two of which are northern borders and two of which are southern borders.
-I can't even begin to tell you how excited I am to have this territ count. A map just small enough to NOT give the 1st play; 12 territ advantage is something I can look forward to greatly. I hate having to go second in a 12 or 13 starting territ map.We wouldn't have to eliminate a territory, because there'd be 33 territories (the sea routes no longer have to start neutral) which means the following # of starting positions:
- 1v1: 11 each, 11 neutrals
- 3 player: 11 each, 0 neutrals
- 4 player: 8 each, 1 neutrals
- 5 player: 6 each, 3 neutrals
- 6 player: 5 each, 3 neutrals
- 7 player: screw em... nobody should start seven player games on a small map.
- 8 player: see above.
-You may need to explain this to me coding wise, as I'm unsure exactly how this would work. Would it just be coded this way to make sure there's no neutrals on El Salvador? Is this negated on 3+ player games?I think it might be worthwhile to code El Salvador as starting positions. Splitting up El Salvador between the two players means 31 starting territories, so there would still be 11 territories for each to start the game. Splitting up additional regions - the three territory regions - just means fewer neutrals in a 1v1, which in turn means a bigger drop for the first player, which is what we're trying to avoid.
-Perhaps if the frame itself was thinned down it would fit well.RjBeals' mini map is worthy of closer inspection: note the playful font he's used for the regions, which really works with the colors you have going on so far, lgoask. And the border makes it really sharp - sharpen the little map up and you can get away with making it smaller, as he has. As for his flowers...![]()
-Damnit, now my map's going in the wrong direction. It's becoming 'playful'Incandenza wrote:The hippo speaks wisdom, even though the way he used "playful" in the last paragraph has always felt like nails on a chalkboard to me...
I knew my post (above) wouldn't make sense. There would be three territories total in Costa Rica, and all three would be border territories. If you were to merge a northern and southern territory, such as Guanacaste and San Jose, two of the territories would still border panama and two would still border nicaragua. What we want to avoid is a bottleneck territory that reaches from coast to coast. And yes, it would be a +2, which would be nice for balance... not sure why we never thought of this solution months ago.lgoasklucyl wrote:With your suggestion, however, wouldn't Costa Rica still have three border territs? I don't know the math, but would that make it a +2 or +3?leprepotamus wrote:It seems like a simpler remedy would be to just make Costa Rica a three territory +2 region. Merging Guanacaste and San Jose would mean it has three territories, two of which are northern borders and two of which are southern borders.
True that. I'm still bitter about getting to the semis in a recent Foundry Update 1v1 tourney, and MrBenn got to go first in all of our games.lgoasklucyl wrote:-I can't even begin to tell you how excited I am to have this territ count. A map just small enough to NOT give the 1st play; 12 territ advantage is something I can look forward to greatly. I hate having to go second in a 12 or 13 starting territ map.


Good call- I've also thought about how to better bring out the #s in the sea. As is I feel some individuals playing turns too fast may be prone to missing it.oaktown wrote:A ship's wheel behind each of the sea routes would tie them together. As it is, I'm afraid users will think that the wheels can attack each other, as they can on other CC maps - making the Sea Route symbols more prominent might help alleviate this. Better yet, make the sea route symbol slightly different, and slip it behind the words "Sea Route" in the legend. And a period after sea route.
Plenty of room to bring the compass down - it's crowding the map title.