Moderator: Cartographers
gharanai wrote: Name of the Map: The Afghan Campaign
Total number of territories: 34
Total number of regions: 5 (continues territories)
Name of Mapper: Gharanai
***Note: "Names of territories (provinces will be available on the finalized work, I just went with numbers so it would be easier for discussion about regions."
This is a unique idea that I haven't found on Conquer Club's servers.
A complete presentation of 34 Afghan provinces divided into 5 regions:
1-Western Zone (with +2)
2-Southern Zone (with +3)
3-Central Zone (with +4)
4-Eastern Zone (with +6)
5-Northern Zone (with +5)
It could be a great map for team games as well with 34 (all playable, non neutral) regions to conquer and hold.
As it is my first map that I am submitting, so please guide me with any mistakes that I come across and I would be glad to take suggestions and other feedbacks from fellow members and moderators (whose guidance and help would be most required with this first work).
For the Graphic section I would be using Adobe Photoshop CS2 while for XML as usual I would be using Notepad.
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Gharanai
This is a bit premature, but I'd suggest the XML wizard.for XML as usual I would be using Notepad.

Thanks for that, I will surely keep that in mind.natty_dread wrote:This is a bit premature, but I'd suggest the XML wizard.
Well since it's just the draft and that I am new to map making, I wanted to present it with a bigger image. I knew about the size for the small map and will try my best to make it hold the army numbers while the name of the territory will be outside with a point on it.Anywhoo... it looks like a solid first draft, although your image is way too big (maximum size is 840x800 for the large version and 630x600 for the small)... which makes me worry, if all the territories will fit. Particularly when you shrink it down to the small version... you need to make sure the army numbers fit in all territories, and that the map is legible even with the army numbers, even in the small version.
Well about the Eastern Zone with +2, I guess you are right but what would you suggest: Shall I include another territory to it or just move away the impassable from it.The gameplay, well, all of your bonus areas look very hard to hold. You might want to move those impassables around, so that you have less territories to defend when holding a bonus - right now the map is extremely imbalanced, there's one bonus area that's easy to hold and thus the game would be decided by whoever manages to grab and secure the dark green bonus.
That is a good idea but right now (since it's my first map) I would like to keep it the simplest of all and once I find a bit more of expertees I may make another map with something like The Afghan Invasion theme where the allied forces would be represented and all those other 'jazz' gameplay like in the Battle of Iraq (I checked that one and it looks just a bit out of my touch for the time being).Also, and this is just my opinion and others will likely tell you otherwise, but I'd like some more jazz in the gameplay. Perhaps you could do something similar as in Battle for Iraq? You seem to be going for a similar theme... the gameplay should complement the theme.
Making the gameplay hard is ok, but it can't be imbalanced. When you make one area much stronger than others, the games are very likely to be decided by the drop, especially on a small map.Actually I intentionally wanted the gameplay to be a bit hard and give it more of realistic feel depending on regions.

What do you say if I had 16 and 28 to Central region?Seko wrote:Gharanai I would cut down on the number of countries in the Eastern Zone from 9 to 7
What about moving the mountain range from 15 in southern zone to the border between southern and central zones covering 34 and 25?- Next, as another member already mentioned, move some of the Mt range impasses out to the borders.
- Remember, not only does the number of countries effect the bonuses but the number of entry points as well.
That I will take notice of for sure and would be waiting for the mountain tips tomorrow.natty_dread wrote:
Making the gameplay hard is ok, but it can't be imbalanced. When you make one area much stronger than others, the games are very likely to be decided by the drop, especially on a small map.
It's a bit late here now, but I promise I'll take a look at those impassables tomorrow.
Also, it's not smart to make your draft oversized: you can't easily see if your territories will be too small, will your fonts be legible, etc... it's best to do it in the size it's going to be right from the start.
The feudal wars is exactly what was on my mind while making the map.As for the gameplay, I'm not asking you to do a super-complicated mind boggling mess like battle of iraq, but something that would reflect the theme of your map.
Think of the story of your map. Who's fighting who, for what reason, when? You already have the where, so that's one checkpoint cleared
Then when you have those things figured out, start thinking how you could implement these in your map, how to create a theme that reflects this background story of your map. And more importantly, how to create a gameplay that supports this theme.
Let's use feudal wars for example.
Let's say for example that you were making a map where 6 warlords who live in their castles wage war to each other. This would be your theme, so you would draw a map with 6 kingdoms, with a castle in the middle of each realm. The castles would be places of power and thus they would receive an autodeploy. Also the castles rule their empires with an iron hand, thus the castles can bombard all their empire territories. Also when you secure your own homeland, you get more troops for all the land you hold, thus the +1 bonus for every 2 home territories.
See? That is what I mean by a gameplay that supports the theme.
Nope, not possible.The Bison King wrote:Just a crazy thought, what if there were caves you could hide your troops in. Actually that's an XML question?? Is it possible to have fog of war territories. As in even in a sunny game troops assigned to a certain territory are invisible??


Starting Kabul with neutral of at least 10 is a good idea (which would mean difficult to take straight away at start) but making it a killer neutral won't be take great for the game play I guess where it won't fall to anyone through out the campaign, while in reality in Afghanistan it's like if you take Kabul you control most of the country, that's exactly why I wanted it to be able to attack any zonal capital.natty_dread wrote:The capital & zone capitals are a nice twist. I suggest making Kabul not part of any bonus area, and it probably needs to start neutral, otherwise whoever gets it in the drop will have a big advantage. The zone capitals probably as well...
Unfortunately the Kabul feature makes the bonus areas even harder to hold. Perhaps if Kabul was a killer neutral with a suitable amount of neutrals, it could be balanced... it's worth consideration.

Thanks dear,army of nobunaga wrote: ambitious project man. Ive been to afghani for a bit, map looks good.
lol, see you are from UE ... Id rather like to see a dubai map someday
The neutral start for the capitals are on the list but going for a city loyalties and stuff will make it a bit complex and I want to keep it a bit simple for this first map of mine but yet that could be implemented on a 2nd version or something like that where I could come up with the concept of "Allied Invasion of Afghanistan" setting year to 2001.DJ Teflon wrote: Looking good.
Some additional gameplay features would be cool - maybe auto-deploys on the capitals (neutral starts though) - or, how about, as per the Iraq map, having city loyalties? That would be cool
Don't you think it would bring a bit of twist with the Central Zone while capital stays part of it and even if Kabul is kept a sovereign region what would be the benefits of it?natty_dread wrote:Well, you don't need to make Kabul a killer neutral, but you should at least make it not part of any bonus area.

That's sounds reasonable to me.natty_dread wrote:No, if Kabul gets a high amount of Neutrals, I'd find it better to have it not a part of any bonus areas. Whichever bonus area it is part of would basically stay untaken because people would not be attacking Kabul until they have enough troops, so that's one bonus area out of the game at least for the first half. On the other hand if Kabul is not a part of the bonus area, the bonus area will be available, and it will also be highly sought after since whoever holds the bonus area has a good access to Kabul. Players will have more bonus areas that can be taken and that will give more options to the players, making the gameplay more dynamic.
Yah a +2 is better I guess about neutrals that's the fun of the game since everyone would be trying to take Kabul with it's capability of attacking any zonal capital. Think about it in a team game a couple of teammates could easily take over it in 2-3 turns so that's why setting high neutral is necessary I guess.army of nobunaga wrote:i say +2 because i HAAATE high neutrals... slows down gameplay. I guess its fine for people use to 60+ rounds games though