Have an idea for a map? Discuss ideas and concepts here.
Moderator: Cartographers
Coleman
Posts: 5402 Joined: Tue Jan 02, 2007 10:36 pm
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by Coleman » Wed Dec 19, 2007 1:59 pm
Version 3 (Wilderness)
To Do: Fix roads.
Add more varied wilderness.
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spinwizard
Posts: 5016 Joined: Sun Dec 10, 2006 9:52 am
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by spinwizard » Wed Dec 19, 2007 2:03 pm
I think hexagons like battle of Actium would works well
Coleman
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by Coleman » Wed Dec 19, 2007 2:05 pm
spinwizard wrote: I think hexagons like battle of Actium would works well
No, I don't want to copy cairnswk, I like squares. Hexagons would allow diagonal attacks and then I'd need to seriously redo the layout, instead of kind of needing to redo it like right now.
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spinwizard
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by spinwizard » Wed Dec 19, 2007 2:07 pm
Coleman wrote: spinwizard wrote: I think hexagons like battle of Actium would works well
No, I don't want to copy cairnswk, I like squares. Hexagons would allow diagonal attacks and then I'd need to seriously redo the layout, instead of kind of needing to redo it like right now.
It wouldn't be copying, it would be (kinda) like settlers of Catan
Coleman
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by Coleman » Wed Dec 19, 2007 2:11 pm
You know there is no way I'm changing this to hexagons at this point right? If you want a hexagon version you're going to have to make it.
I don't really like hexagons.
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spinwizard
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by spinwizard » Wed Dec 19, 2007 2:16 pm
Coleman wrote: You know there is no way I'm changing this to hexagons at this point right? If you want a hexagon version you're going to have to make it.
I don't really like hexagons.
Yep I know
Coleman
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by Coleman » Wed Dec 19, 2007 2:24 pm
It'll look good when it's done. You should see the top secret large version.
Actually you will, but not for a few days at least.
I want the small version to be cool first. Then you get to see the tiles in their non-resized glory.
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spinwizard
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by spinwizard » Wed Dec 19, 2007 2:33 pm
I think some more, new buildings could be good, warehouses and stuff, just to vary it, also +2 for the heliports it too high.
Coleman
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by Coleman » Wed Dec 19, 2007 2:37 pm
+2 to deploy anywhere for taking 4 territories of yet to be determined neutral value is too high?
Also, expect warehouses on the airlifts, or at least warehouse looking hangers (although they haven't been drawn yet.)
Maybe even a severely damaged warehouse or two in the wilderness.
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mibi
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by mibi » Wed Dec 19, 2007 4:28 pm
Coleman wrote: *pokes yeti_c back with a vengeance*
Take this!!!
Version 2 (With Roads! - Thanks Tel!)
Known Issue: some of the roads don't synch together quite right, I'll repair this by next version.
this reminds be of the game pipe dream, love that game. but i thought there would be zombies in this.
Coleman
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by Coleman » Wed Dec 19, 2007 4:59 pm
You can pretend your armies are zombies when you play. I can't stop you.
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Coleman
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by Coleman » Wed Dec 19, 2007 5:36 pm
Version 4 (Airlifts)
Changes Legend 2.0
Added Airlifts
To Do Increase Tile Variety
Repair Some Roads
Further Improve Legend
Factories
Large Map
Last edited by
Coleman on Wed Dec 19, 2007 5:38 pm, edited 1 time in total.
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yeti_c
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by yeti_c » Wed Dec 19, 2007 5:37 pm
Nice work Coleman - this map is gonna be sweet...
C.
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yeti_c
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by yeti_c » Wed Dec 19, 2007 5:42 pm
I take it you need to hold all 4 squares of the airlift to get yer boney arse?
C.
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Coleman
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by Coleman » Wed Dec 19, 2007 5:47 pm
yeti_c wrote: I take it you need to hold all 4 squares of the airlift to get yer boney arse?
C.
Yes.
Question for the people at home. Should I change a lot of the wilderness nobody is ever going to use into water or obstacles?
It would increase the amount of tiles/art needed but would probably make the xml nicer by a few hundred lines.
Areas I'd probably remove (blue water) (red obstacle):
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yeti_c
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by yeti_c » Wed Dec 19, 2007 5:49 pm
Not a bad idea...
Especially as accruing territories isn't going to increase your boney arse.
C.
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Ogrecrusher
Posts: 250 Joined: Thu Aug 16, 2007 2:55 pm
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by Ogrecrusher » Wed Dec 19, 2007 5:49 pm
Are the roads any different from standard squares? They could be like the Cavalry on the Waterloo map and be able to attack further along the road.
Coleman
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by Coleman » Wed Dec 19, 2007 5:53 pm
The roads are different in that they are only going to have a single neutral on them. The wilderness is probably going to have anywhere from 6 to 10 neutrals a piece depending on how much I want to discourage people from crossing it at select points.
The factories players can't start with are going to have 2 neutral is all.
The airlifts are going to have 2-3 neutral (2 where it touches the road, 3 in the other three spots). or 1-2 neutral. Not sure if making someone eat 11 is fair for +2.
The layout is also subject to change as I may increase the possible starting factories from 6 to 8.
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Kaplowitz
Posts: 3088 Joined: Tue May 01, 2007 5:11 pm
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by Kaplowitz » Wed Dec 19, 2007 7:07 pm
Looks cool so far, similar to AoR but a longer game
Coleman
Posts: 5402 Joined: Tue Jan 02, 2007 10:36 pm
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by Coleman » Wed Dec 19, 2007 8:03 pm
Version 4.2 (Repair)
Changes Fixed a road
Adjusted Legend
To Do Increase Tile Variety
Repair More Roads
Further Improve Legend
Factories
Large Map
Warning: You may be reading a really old topic.
mibi
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by mibi » Wed Dec 19, 2007 8:36 pm
what are the F and f's? Factories? big and small factories?
spiesr
Posts: 2809 Joined: Mon May 08, 2006 10:52 am
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by spiesr » Wed Dec 19, 2007 8:41 pm
F=Starting factories.
f=Factories
Coleman
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by Coleman » Thu Dec 20, 2007 1:45 am
Spiesr understands me.
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yeti_c
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by yeti_c » Thu Dec 20, 2007 2:19 am
If you're gonna make this 8p compatible - then you're gonna need torejig it...
At the moment their are only 6 airlifts - although I think you'd be better off reducing that to 4 and have some fighting over them...
C.
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Coleman
Posts: 5402 Joined: Tue Jan 02, 2007 10:36 pm
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by Coleman » Thu Dec 20, 2007 12:55 pm
I like having 6.
I'm going to stick with 6 players I decided and if it works out well I will make an 8 player version that is a little bigger.
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