Moderator: Cartographers

It was a suggestion and in my suggestion I also conceded the point it may make thing complicated. No where was it said it was needed.natty_dread wrote:Why does there need to be multiple types of impassables? There's already the body of water there (bay? lake?) so why make the map needlessly more complicated?

There's no actual grunge on most CC maps. There are maps with textures, but that's a bit different.ender516 wrote:Why does every map seem to need grunge, or fold marks, or to be rotated?
Using clean, solid colours may work if it's the intended style of the map. If it's done due to limitations of the mapmaker's skills, it usually shows and the problem with that is, it often makes the map look too sterile and plastic. Adding some texture is an easy way to bring the map to life. On another hand, if the whole map mimics one that is drawn on paper, having a consistent paper texture on the whole map image may be appropriate. And so on... stylistic choices should be made according to the needs of the particular map, not according to the limitations of the mapmaker's skill.In my opinion, they don't, but there is always much whining if a map uses clean solid colours and and rectilinear shapes.
There's plenty of potential in this map to make it visually interesting... however, clutter is something that should be avoided, and the gameplay is not from the simplest end (unsurprisingly, this being a cairns map) so anything that can result in more confusion for the player should be avoided, if a simpler way can be used.As far as multiple impassables goes, I was thinking in terms of making the map more visually interesting, but it may just result in clutter at this scale.

Me create a complicated map...never !natty_dread wrote:... the gameplay is not from the simplest end (unsurprisingly, this being a cairns map)...
Yes, things need to be simple on this map.so anything that can result in more confusion for the player should be avoided, if a simpler way can be used.



Actually it doesn't mean a lot at this stage, because the large is only a select all + change dimensions to size me up scotty to the larger dimension.natty_dread wrote:...
So I guess, now, since you have the small image at 780 x 600, the large one could be something around 910 x 700, which I think would be sufficient for it... sorry if this means lots of extra work for you.


Thanks ender516...i'll probably look at them again later in graphics as some are higher than others etc.ender516 wrote:... but I love their look.




Sully, having said that i'll try to improve it...isn't thicket really just a dense clump of undergrowth/trees marking impenitrability.[*]Not totally digging the thicket (one "t", by the way), as it just looks like a clump of browns. It's hard to make out what it is, really.[/list]
-Rev. Sully

TaCktiX wrote:I really like the new fences, and the trees are a good addition to the darkness of the map (gogo autumn colors!). I do agree that the thickets don't work though. I can't put my finger exactly on what's wrong with them, they just don't look right.
Uh uh, thanks guys for those coments.Nola_Lifer wrote:Only thicket I don't like is the one between Putnam and Sarah Cloyce. It just seems odd. The others look good though!

Yes, i think this makes gameplay quite different from other maps out there, and indeed it will be challenging.MarshalNey wrote:There seem to be a lot of 'isolated' regions that can only break out or be attacked by going through a buggy killer neutral, which could have consequences for escalating games for instance, but really I don't consider that a big deal... it could even be rather interesting.
Well, we'll see about that in the first few rounds from all the 'balanced gameplay' buffins. But i would like to have a relateivly balanced game to start.As for the bonus values... while I agree with Sully's suggestions, particularly with the Witch Hill + Prison + .... bonus, I also think that it is not necessary to focus too much on balancing all of the bonuses against each other. Balance among all gameplay elements is more friendly to beginning players, but really I never considered these kinds of maps to be geared toward that sort of audience- it's a complex, deep strategy map meant to appeal to ambitious or veteran players. I'm not sure it's necessary to tweak all of the bonuses so that they provide comparable benefit for their cost.
I think the landowner bonuses will be the main layer, while the other accused and assuser bonuses etc will rack up later in the game. The fact that you can't get a complete set of landowners in one go without going through buggy stops will at least lengthen the rounds, but no so far as Das Schloss.The map's scheme follows the classic cairnswk 'layer' system where a single region or group of regions can apply to multiple bonuses. Thus, some bonuses could be considered 'kicker'/'support'/'secondary'-type bonuses that would only be pursued as the cherry on the sundae, so to speak, rather than as a core bonus to build a power base. Obviously gross differences in cost vs. benefit among the bonuses could be a problem, but I'm not seeing that here.
Unfortunately, i can't move the physical location of those terts to the middle of the map, and since they are proabably going to come in at the end of the game, perhaps they should be made an objective do you think?That said, the Witch Hill + Prison + Judges + any Hanged bonus should be easier to accomplish than it is, not to balance it against other bonuses so much as to make it more attractive. Witch Hill and the Prison should have more of a spotlight in the gameplay of the map!
Thus, my feeling is that the bonus should be strengthened for thematic purposes. Right now, Witch Hill and the Prison are kind of a distant 'secondary' bonus and will probably be ignored in most (not all) games.
thanks for stamp comment, but i think there is a little ways to go yet on this one and gameplay decisions.I may need to look at the map again with fresh eyes in a day or two, but right now I think it's overall stamp-worthy.
-- Marhsal Ney
