Moderator: Cartographers
the throne use to be split but people would rather have it as one. +1 bonus is nothing to brag about. and even if someone did start off on the first deployment with a +1 they would still be surrounded by 5 territories all with there eye on the throne.DiM wrote:grey shields are better.
definitely add 1 more teritory but add it to the throne room not the tunnel.
this way you decrease the chance of someone getting the throne bonus from the first deployment. just add a horizontal line and split it in half.
regarding the wall i think theold system is better.
here is what semus said about the walls, it seems to make sense to meWidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
If you have seen LOTR Two Towers then you have seen the battle of Helms Deep. In that battle the walls can attack anything but the grounds surrounding the walls can only attack up the ladders they put there. That is what I envision every time I see this map or any other map people have suggestted having to do with a castle and attacking it.mibi wrote:here is what semus said about the walls, it seems to make sense to meWidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
"I think you should reverse how the Outer Walls work. Meaning, they cannot attack outside the castle, all of those territories can attack them. So all the troops you put there are only for defense of the walls. To attack, you must climb down off the walls to the Gate, which is the only way out from the front. This both makes sense to me, and is a good balance between the great defensibility of the structure and difficulty attacking outward."
its easy to imagine having 20-30 armies on the wall in defense, and then all those armies just breaking out into the surrounding lands. with the current system the armies would have to go through the gate first.

I agree it would be cool, i just dont know if i like the idea if the 30 armies defending the wall can just hop the moat and ravage the surrounding lands. it makes the walls less wall like and more of just another territory to go through. if there comes a day when a territory can attack and not invade then that would be ultimate, but not possible at the moment.WidowMakers wrote:If you have seen LOTR Two Towers then you have seen the battle of Helms Deep. In that battle the walls can attack anything but the grounds surrounding the walls can only attack up the ladders they put there. That is what I envision every time I see this map or any other map people have suggestted having to do with a castle and attacking it.mibi wrote:here is what semus said about the walls, it seems to make sense to meWidowMakers wrote:i agree. The older system is better. That is what makes the walls more strategic.
"I think you should reverse how the Outer Walls work. Meaning, they cannot attack outside the castle, all of those territories can attack them. So all the troops you put there are only for defense of the walls. To attack, you must climb down off the walls to the Gate, which is the only way out from the front. This both makes sense to me, and is a good balance between the great defensibility of the structure and difficulty attacking outward."
its easy to imagine having 20-30 armies on the wall in defense, and then all those armies just breaking out into the surrounding lands. with the current system the armies would have to go through the gate first.

The plains texture stays, I actually took it from a photo of well, plains, its more of a wheat plans than anything else. I'd add some hay bails or something but it would jsut clutter the whole thing up. about the tunnel torches, i wanted the tunnel to be visually unobtrusive and easily forgettable, i will probably darken the shields there as well. Its suppose to be a secret passage way or something so its best not to throw flaming torches in there. The two different types of shields is a good idea, ill see about that.Marvaddin wrote:Im busy lately, so Im not reading all the posts, I will coment based on the last map picture on page 8.
About the graphics, Im liking the improvments. I just still really dislike the Plains texture... I still think its like a desert. The midlands one would fit much better to Plains. Or we could use some crops, etc... or change the name to desert.
Also, I like the torchs under ward numbers, but they could fit better in the tunnel, maybe?
About the shields, good idea... but shouldnt we have 2 shapes of shields? One related to castle and one to outlands?
heh, its representational, not a real castle or fortress, if it was real there would be bathrooms and an armory and such but CC maps are only so big so i just reduced the elements to some type of castle/fortress amalgamation. and yeah, ill take out the 1 in the throne. I like the hall territories at 5 so the hall isnt too easy to take fro whoever starts off in the throne with a +1 bonus. I might up the war bonus to 3, same number of territories as the forest after all. The outer wall has 2 territories because it will bear the brunt of the attack.Marvaddin wrote: About the playability:
Once the walls cant attack, its more realistic. However, still some things to discuss.
1st, the castle is still a bit strange...
- if its a fortress (not a castle), why do we have a throne? And why is it in the center of the hall? Its too big, too... Once its only a single territory, wouldnt need the number 1 anyway.
- im also up to reduce a bit the hall number of territories
- the ward continents are wasted. I would really join some territories and have a single continent there. As they are now, bonus of 2 for 4 territories, but with 3 and 4 borders...
- isnt strange that the inner wall have more territories than the outer wall?
rightMarvaddin wrote: 2nd, other lands.
- I assume those wooden paliçades (forest camp) block attacks, right?
to powerful? i cut change up the 4 way border at the wooden camp to inscrease its exposure.Marvaddin wrote: - The forest is still a good place too... together with the wooden camp, then... 6 territories, 3 borders, for a bonus of 5!
the river camp is 3 moves from the wall just like the woods camp but its 4 from the gate, and its 3 territories so its the lesser camp for sure, but it would provide a good expansion to the plains.. i dunno, there may be some balance issues there, maybe the plains should be +6Marvaddin wrote: - The leader of the other camp, however, is near to a great wasteland... maybe would be good to balance the bonuses, but also a small continent there... it could be Plains 3, 5, 6, and 7, for example, and the remaining plains territories could join the midlands.
the midlands is the hardest territory to hold which is why it has the highest bonus, i dont expect people to hold it easily, its like europe.Marvaddin wrote: - About the midlands, also completely wasted... and there is not much to do about without a river... Instead of place the river in the west, where is much less needed, a river could be placed to south of Swamp 1, 2, 3 and Midlands 4, 5, 6. You could also put a waterfall near the tunnel exit, as if it was "hiding" it. Some bridges over the river, however, would be useful.
holding both territories on the gate is will extremely difficult. It borders 8 territories, the highest in the gameMarvaddin wrote: - The camp + gate bonus is also very very high. With the wooden camp, for example, it would be +6 to defend 4 territories.

good idea!Pro_Snowboarder wrote:For the balance issue in tha camps, you could move the bridge that conects the river camp 1 and plains 7, to connect river camp 3 and plains 4. Then it is equal distance from the gate as the foarst camp, and the second exit is also the same as the other exit from the foarst camp.
well normally the outer wall is only 5 moves from the tunnel, now its 4, so its not a huge change, but i could divide the east outer wall into two sections, one closer to the tunnel. however lets say someone has the throne/great hall and the all walls, and and another play does manage to breach the gate and maybe the inner wall, then the new tunnel would allow the armies on the outer wall to fortify the great hall, perhaps sacrificing the outer wall to avoid being eaten from the inside out.oaktown wrote:i understand the tunnel change and I agree that something needs to be done, but i liked the simplicity of one entrance on either end. And you have to figure the game won't be as simple as whoever has the great hall has the outer walls - now whoever has teh out wall can just by-pass the inner walls to get there, if they even care to get there. This change just does to the inner walls what the original tunnel design did for the entire castle.
thats an idea, it would make the throne/great hall more powerful due to the one borderoaktown wrote: What if the tunnel didn't go as far as the great hall at all? What if it only went to the east ward? Then you'd have your tunnel to break in/out, it would have a single entrance and exit, and it wouldn't compromise the defenses of the great hall.
your right, the great hall is 5 territories so it should be at least a +3oaktown wrote: I like the throne + walls bonus, but I actually don't think the throne/great hall is worth enough to start with. As it is now I'd rather start by going after the forest, which yields a better bonus than the great hall yet has fewer territories, and is much easier to defend.

That is a general foundry consensus I believe (that 4 way corners should be eliminated). They have popped up in several maps and almost always the cartographers are asked to eliminate them. I can remember several cases in World 2.0 where Zim had to rearrange real country borders to eliminate the 4 way corners, and since your borders are arbitrary anyway it gives even more reason to eliminate them.mibi wrote:it doesnt seem to me that one would think they could attack in a diagonal. but i can reduce the 4 ways if people suggest it so. the 4 ways on the continent borders reduce the exposure making it easier to hold however.sully800 wrote: Also- someone mentioned earlier that you should get rid of the 4-way corners but you never replied and they still exist. I am referring to the corners between 2345 in the midlands and 1256 in the midlands. 4 way corners make it unclear if the diagonal countries can attack, and since those borders are made up it will be very easy for you to fix.
