Golf map (Gameplay vote)

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40kguy
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Re: Golf map

Post by 40kguy »

scovey wrote:Hey RFG...is there a way I can help to play-test your map once your finished with it, without it counting for/against our games/percentages?

you would need lacks permision there are no such things as practice maps
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natty dread
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Re: Golf map

Post by natty dread »

You could print it on paper and play with your friends.
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scovey
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Re: Golf map

Post by scovey »

Natty...that's not a bad idea
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natty dread
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Re: Golf map

Post by natty dread »

I hear Bison King did it with the Thyseneal map...
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RedFlyingGolf
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Re: Golf map

Post by RedFlyingGolf »

Here is my latest update:
[bigimg]http://i54.tinypic.com/142y0jo.png[/bigimg]
I am still thinking about how I am going to do the territories. Any opinions?
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Re: Golf map

Post by army of nobunaga »

wow man, hats off, this is an ambitious map to make.
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RedFlyingGolf
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Re: Golf map

Post by RedFlyingGolf »

Thank you
Here is what I came up with:
[bigimg]http://i56.tinypic.com/2r73ja9.png[/bigimg]
I am completely willing to change any territories, army circles, or anything. I hope to finish the bonuses and legend by the weekend.
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scovey
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Re: Golf map

Post by scovey »

Hi RFG...first off, I love the look of the map. But, in my opinion, I think that is quite a bit too many spots. By my inexact count, it looks like there is around 90 spots. Wow, thats a lot. I think half that many or so would be fine. In my opinion there are too many trap/waters edge spots, and way to many fairway spots. Also, why have any at all out in the trees? I would say clubhouse just needs one spot.

I hope you know I'm not trying to criticize, I'm just giving you my honest thoughts.
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Re: Golf map

Post by Victor Sullivan »

I'm afraid you'll have to fill out the legend before I can make an in-depth statement about this map. So far it looks... so-so.
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Re: Golf map

Post by kengyin »

how come hardly anyone comments on my ideas?
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Re: Golf map

Post by Victor Sullivan »

This is not the place, kengyin.
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Re: Golf map

Post by kengyin »

i meant in my threads
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Re: Golf map

Post by Victor Sullivan »

kengyin, this is not the place to complain about your lack of comments in a different thread.
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RedFlyingGolf
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Re: Golf map

Post by RedFlyingGolf »

[bigimg]http://i55.tinypic.com/ffco4x.png[/bigimg]
I didn't bother giving bonuses because I am going to make the map smaller. What I would really like you opinion on is that little paragraph in the legend. How do you think the gameplay should work?
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Re: Golf map

Post by RedFlyingGolf »

Here is my first real draft:
[bigimg]http://i55.tinypic.com/2znvgn6.png[/bigimg]
Your thoughts?
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Re: Golf map

Post by RedFlyingGolf »

scovey wrote:Hi RFG...first off, I love the look of the map. But, in my opinion, I think that is quite a bit too many spots. By my inexact count, it looks like there is around 90 spots. Wow, thats a lot. I think half that many or so would be fine. In my opinion there are too many trap/waters edge spots, and way to many fairway spots. Also, why have any at all out in the trees? I would say clubhouse just needs one spot.

I hope you know I'm not trying to criticize, I'm just giving you my honest thoughts.

I fixed the "too many spots" problem. I got rid of some traps, and the beach, and many fairway spots. And I like the trees, it adds more opportunities to gain troops. The clubhouse has 2 territories instead 3.
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scovey
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Re: Golf map (Draft posted)

Post by scovey »

Hi RFG...I would say looking much better.

I'm still trying to look at it more, but here would be my thoughts for now.
1) Visually looks nice...may not need to tweek that aspect anymore for now.
2) I would have it where only the First Hole TEEBOX, and the 9th Hole GREEN can attack the clubhouse. You know, starting or finishing a round of golf.
and
3) To me, that seems like a lot of possible bonus armies. Maybe instead of 2,3,4,6 it could be 1,2,3,4.

Just my thoughts...thanks again for working on this, it should be fun
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Re: Golf map (Draft posted)

Post by RedFlyingGolf »

scovey wrote:Hi RFG...I would say looking much better.

I'm still trying to look at it more, but here would be my thoughts for now.
1) Visually looks nice...may not need to tweek that aspect anymore for now.
2) I would have it where only the First Hole TEEBOX, and the 9th Hole GREEN can attack the clubhouse. You know, starting or finishing a round of golf.
and
3) To me, that seems like a lot of possible bonus armies. Maybe instead of 2,3,4,6 it could be 1,2,3,4.

Just my thoughts...thanks again for working on this, it should be fun

1)I am stilling going to tweek graphics, but for a draft it should be good for now.
2) But it wouldn't really make sense, because you can attack the next hole's and previous hole's teebox, and the clubhouse is just kinda like that. Unless other people say something I will keep it as is.
3)Fixed.
[bigimg]http://i56.tinypic.com/2nvse9s.png[/bigimg]
Changed: Bonuses
TO DO: fringes and maybe bridges.
Looking for advice: what to add before thinking about submitting
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army of nobunaga
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Re: Golf map (Draft posted)

Post by army of nobunaga »

i like this.. I like the work... I would only add one thing that I think should be changed so far.

golf paths are not square like that... they curve and go around trees.. part of the beauty of all golf courses are the flowing curved lines. Other than the tee box, im not sure anything in a golf course is right angled with corners.


just 2cents and i like what you have so far.
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natty dread
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Re: Golf map (Draft posted) --Update pg 3--

Post by natty dread »

I can't tell what connects with what.
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RedFlyingGolf
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Re: Golf map (Draft posted) --Update pg 3--

Post by RedFlyingGolf »

army of nobunaga wrote:i like this.. I like the work... I would only add one thing that I think should be changed so far.

golf paths are not square like that... they curve and go around trees.. part of the beauty of all golf courses are the flowing curved lines. Other than the tee box, im not sure anything in a golf course is right angled with corners.


just 2cents and i like what you have so far.

I will try and solve that, thanks for your opinion.


natty_dread wrote:I can't tell what connects with what.

I don't get what you mean. As in what fairway teebox, and green go together? I could fix that several ways, i just want to make sure that is what you mean. Thanks for your criticism.
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Re: Golf map (Draft posted) --Update pg 3--

Post by danfrank »

natty_dread wrote:I can't tell what connects with what.



me neither..


I like the idea though. Golf maps have been tried before and one got really close . Game play sounds cool being able to attack a few terts ahead. Cart paths are kind of lame .. Blending them in would give a more natural look.. But the above point is stated best.. You have to design some kind of flow to the map.. Having a circular golf map would not be fun... No mulligans here.. :lol:
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natty dread
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Re: Golf map (Draft posted) --Update pg 3--

Post by natty dread »

I can't tell which territory is connected to which other territory.

For example, do all the numbered territories that are on the same green splotch connect each other?
What do the clubhouses connect with?
What about the parking lot, golf cars?

Most of your territories don't have any borders or any other indicators of connections.
Also what are hazards? You can't expect all the players to be familiar with golf terms.

As for the roads, I can't tell which territories they are supposed to connect, they just seem to sort of end abruptly.

You also rely too much on the legend to explain the territory connections. Most of the connections should be clear by looking at the actual map, not so that you have to read some tiny text to know what connects where.
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40kguy
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Re: Golf map (Draft posted) --Update pg 3--

Post by 40kguy »

natty_dread wrote:I can't tell which territory is connected to which other territory.

For example, do all the numbered territories that are on the same green splotch connect each other?
What do the clubhouses connect with?
What about the parking lot, golf cars?

Most of your territories don't have any borders or any other indicators of connections.
Also what are hazards? You can't expect all the players to be familiar with golf terms.

As for the roads, I can't tell which territories they are supposed to connect, they just seem to sort of end abruptly.

You also rely too much on the legend to explain the territory connections. Most of the connections should be clear by looking at the actual map, not so that you have to read some tiny text to know what connects where.

it says that pretty clearly
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Victor Sullivan
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Re: Golf map (Draft posted) --Update pg 3--

Post by Victor Sullivan »

40kguy wrote:
natty_dread wrote:I can't tell which territory is connected to which other territory.

For example, do all the numbered territories that are on the same green splotch connect each other?
What do the clubhouses connect with?
What about the parking lot, golf cars?

Most of your territories don't have any borders or any other indicators of connections.
Also what are hazards? You can't expect all the players to be familiar with golf terms.

As for the roads, I can't tell which territories they are supposed to connect, they just seem to sort of end abruptly.

You also rely too much on the legend to explain the territory connections. Most of the connections should be clear by looking at the actual map, not so that you have to read some tiny text to know what connects where.

it says that pretty clearly

I does, but jeez... You really should show the connections as best you can on the map.
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