Moderator: Cartographers
Placement currently creates a lot of bottlenecks (that is if the Black Sea doesn't come into play a lot). Additionally, it looks like most of the bonus zones have similar number of borders, around 2-3 (again, that is if the Black Sea doesn't come into play a lot).tkr4lf wrote:Also, I never got much feedback about the placement of the impassables.
Does anybody have any thoughts on this? Do they look ok where they are?
I know that's more of a gameplay discussion, but I'd like to have them relatively set before the draft is finished.

True, I guess it does depend on the if the black sea is used or not. Speaking of which, I was thinking keeping the killer neutral a low number to encourage its use, somewhere around 2-4, thoughts on that?AndyDufresne wrote:Placement currently creates a lot of bottlenecks (that is if the Black Sea doesn't come into play a lot). Additionally, it looks like most of the bonus zones have similar number of borders, around 2-3 (again, that is if the Black Sea doesn't come into play a lot).tkr4lf wrote:Also, I never got much feedback about the placement of the impassables.
Does anybody have any thoughts on this? Do they look ok where they are?
I know that's more of a gameplay discussion, but I'd like to have them relatively set before the draft is finished.
--Andy
As a player, yes and no. No because I do see how there are too many bottlenecks and how that can lead to stale gameplay, but yes because the way they are structured makes the bonus areas much easier to actually obtain and hold than without them. But as I said above, I can move them around to make it less bottleneck-y and more open, but still make the zones easier to hold, not to mention keeping the bonus troops down to a reasonable level (some of them are still pretty high, but try running the numbers through the bonus calculator spreadsheet without the impassables...you end up with some of them netting +12 troops or some other crazy high number).koontz1973 wrote:With the impassables, do three things. Remove all of the ones you have now.Look at a real map and see if it can be copied.
Lastly, think of it as a player. One of the things I did for Rorke's Drift was look at my favourite map (World 2.1) and see how that is laid out. A lot of territs you go on to have multiple attacks, only one bottleneck but it also makes players choose there route. "Which way to go?" can create many options for attacks. That is the best advice. Would you like to play on this map with this many impassables on it?
I think some dead ends are alright, but I'll defer to those who dig into gameplay more.tkr4lf wrote: One more question: Do you guys think there should be another connection for Republic of Cyprus? As it is, there is only one territory that can attack it, and it leads to only one place, Southwestern Turkey. I could add in a sea route to the Greek Isles or to (what is falsely labelled as) Crete. Or does it seem ok as is?
Yeah, few of the region borders are based on reality. From the maps I could find of the administrative districts of each country, there are way too many and they're mostly too small to make a region on a map of this scale. I pretty much just made up my own and gave them a name from one of the districts that are close to that area.DiM wrote:not sure if you based your region borders on anything but for romania they don't look anything like the reality.
Thanks...I'll have to take a look at that.DiM wrote:also try this tool and maybe you're lucky enough to recover your map files.
i've used it several times and if the deletion didn't happen too long ago you have a very good shot at recovering it, especially if you didn't do a lot of rewriting on that particular partition.
Colours look OK for now.tkr4lf wrote:Feedback/Discussion wanted: - Still need some discussion on these issues...
Does this one look ok so far? Are the colors acceptable? I really liked the previous version better, but not much I can do about it. I can keep tweaking the colors, but they're pretty close to how they were. As long as people don't hate them, then I'll probably leave them be.
Win/lose conditions are fads. If you want one, then find one that fits the map. Like hold all cities.I'm going to abandon the victory condition idea. I don't think it really added much to the gameplay. Will anybody really miss it?
Keep the cities, and a +1 auto is the norm.I am probably going to keep the cities. They will just function as either autodeploys or a +1 per 1 or 2. Is this something you guys would like to see? Or would you rather just see them scrapped and have this a straight up geographic map?
Black sea killer with a route going north, south, east, west would be good. No need to go overboard with these.Instead of having the Black Sea be a killer neutral that assaults and is assaulted by every land region it touches, I think I'm going to have a killer neutral terit on the sea, and have 1 or 2 terits from each bonus region around it connect to it via sea routes. Does this sound like a better route to go, or did you like it better before?

Cool, thanks Koontz!koontz1973 wrote:Colours look OK for now.tkr4lf wrote:Feedback/Discussion wanted: - Still need some discussion on these issues...
Does this one look ok so far? Are the colors acceptable? I really liked the previous version better, but not much I can do about it. I can keep tweaking the colors, but they're pretty close to how they were. As long as people don't hate them, then I'll probably leave them be.Win/lose conditions are fads. If you want one, then find one that fits the map. Like hold all cities.I'm going to abandon the victory condition idea. I don't think it really added much to the gameplay. Will anybody really miss it?Keep the cities, and a +1 auto is the norm.I am probably going to keep the cities. They will just function as either autodeploys or a +1 per 1 or 2. Is this something you guys would like to see? Or would you rather just see them scrapped and have this a straight up geographic map?Black sea killer with a route going north, south, east, west would be good. No need to go overboard with these.Instead of having the Black Sea be a killer neutral that assaults and is assaulted by every land region it touches, I think I'm going to have a killer neutral terit on the sea, and have 1 or 2 terits from each bonus region around it connect to it via sea routes. Does this sound like a better route to go, or did you like it better before?
[Moved Back]
Well, with development starting up again on this, lets move it back to the drafting room.![]()
koontz.
The graphics have a way to go I think. For some maps, bonus zone colors can work pretty well graphically (Brazil, Central America, Duck and Cover, England, Far East, First Nations, Iceland, North America 2.0, etc), but for others, I don't think it always works as well (San Marino, San Francisco, Greater China, etc). I suppose it kind of depends on what the final over arching goal you have for the visual aesthetic.tkr4lf wrote:
Feedback/Discussion wanted: - Still need some discussion on these issues...
Does this one look ok so far? Are the colors acceptable? I really liked the previous version better, but not much I can do about it. I can keep tweaking the colors, but they're pretty close to how they were. As long as people don't hate them, then I'll probably leave them be.
I forgot it was even in the earlier drafts.I'm going to abandon the victory condition idea. I don't think it really added much to the gameplay. Will anybody really miss it?
I am probably going to keep the cities. They will just function as either autodeploys or a +1 per 1 or 2. Is this something you guys would like to see? Or would you rather just see them scrapped and have this a straight up geographic map?
Is the whole sea 1 region, or would you break it up into something like 3/5 regions? I kind of like the idea of traversing across the water is a quick way to travel on the map, but at the penalty of killer neutrals.Instead of having the Black Sea be a killer neutral that assaults and is assaulted by every land region it touches, I think I'm going to have a killer neutral terit on the sea, and have 1 or 2 terits from each bonus region around it connect to it via sea routes. Does this sound like a better route to go, or did you like it better before?
