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Posted: Wed Mar 26, 2008 12:03 am
by Unit_2
You know that you could make Austrailia the right shape and add in a new territory below it

Posted: Wed Mar 26, 2008 12:04 am
by oaktown
This version eliminates three dead-ends:
• Baffin Bay now connects with North Sea
• Sea of California now extends up to Gulf of Alaska
• Red Sea hooks up with Lacadive as well as Arabian Sea
Hopefully the Atlantic is less cluttered now as well.
Posted: Wed Mar 26, 2008 12:05 am
by Unit_2
Unit_2 wrote:You know that you could make Austrailia the right shape and add in a new territory below it

Posted: Wed Mar 26, 2008 12:21 am
by edbeard
well he has 42 territories at the moment, so I'm not sure why adding one more territory would help. Also, the Australia shape at the moment is done not only for gameplay reasons, but also for fitting into the aesthetics and history that the map is trying to acheive.
in short

Re: High Seas, update pg.12 [I]
Posted: Thu Mar 27, 2008 6:56 pm
by tigar191
its pretty cool i cant say yes or no so ill say both
Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 10:58 am
by yeti_c
Lookin good Smoaky!!
C.
Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 11:08 am
by mibi
what about having a territory on each land mass with a high neutral resetting neutral like 15 or something so if you wanted to cross the land, you could do so but at great penalty. might be interesting, but might over complicate things.
just a thought.
Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 2:51 pm
by Sam Pootang
I really like it and i think it will make a great map, and i really like mibi's idea of having a big neutral on each of the bits of land so you can cross the land but it comes at a cost.
All in all great map.

Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 3:27 pm
by Sir. Ricco
mibi wrote:what about having a territory on each land mass with a high neutral resetting neutral like 15 or something so if you wanted to cross the land, you could do so but at great penalty. might be interesting, but might over complicate things.
just a thought.
That would be insane with the Infected Neutral.

But with out the IN, I really like that Idea.

Re:
Posted: Fri Mar 28, 2008 4:28 pm
by Kaplowitz
edbeard wrote:well he has 42 territories at the moment, so I'm not sure why adding one more territory would help. Also, the Australia shape at the moment is done not only for gameplay reasons, but also for fitting into the aesthetics and history that the map is trying to acheive.
in short

I think its fine the way it is now with 42 terits, but are you sure that Australia was connected during the time period that oaktown is going for? This was during the 1200-1600 i think. THe drawings on the outside look like somethng from the Muslims.
Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 4:34 pm
by edbeard
I'm not saying it actually was connected. He's basing this map on maps that they had back then. Mapmakers back then thought it was connected. At least, this is what I'm gathering from what Oaktown has done. I'll let him give more detail on it.
I'm not too fond of the land connections idea (at least not on this map). He's going for a classic style map so I don't think that fits in with his plans for this map.
I do like the idea in general and it could be a nice bit of gameplay for another map entirely.
Re: High Seas, update pg.12 [I]
Posted: Fri Mar 28, 2008 4:40 pm
by Kaplowitz
Looking through google it seems inconsistent. They had no idea

Re: High Seas, update pg.12 [I]
Posted: Mon Apr 07, 2008 11:04 pm
by oaktown
There's absolutely no changes here... just dropped some army counts on the big map. The small map I made by shrinking the large file and then increasing the outer glow on the army circles - not sure how well the idea worked.
Anywho, I'm not sure where I'm at on this - I think I'm cool on play, so now it's down to graphics. Somebody tear into it and give me some direction.
[bigimg]http://i141.photobucket.com/albums/r76/ron_parodi/highseas18.jpg[/bigimg]

Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 4:37 am
by yeti_c
Hmmm - Graphics wise I dunno...
As much as I like this idea... it's perhaps a little bland... is that because there is a lot of map area that is blank (i.e. the land)...
But I have no idea how you can change that - without drawing the attention away from the sea(s)!?
Unless - you go slightly differently - and put some different colours into the oceans and seas... but then again - will that ruin your 1600's (or whatever) aesthetic!?
C.
Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 10:09 am
by gimil
Oaktown crrect me if im wrong but didnt you say you plan to to a little landscaping to the dead space? This may be enought to counters yeti_c's problem.
Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 11:07 am
by AndyDufresne
You could add some landscaping images...such as perhaps some mountains near the Alps, maybed the Himalayas also...Grasslands and Forests in Africa perhaps similar things in the New World area also. Just general generic things people knew from the time period.
--Andy
Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 3:15 pm
by yeti_c
AndyDufresne wrote:You could add some landscaping images...such as perhaps some mountains near the Alps, maybed the Himalayas also...Grasslands and Forests in Africa perhaps similar things in the New World area also. Just general generic things people knew from the time period.
--Andy
But not too many - as then it will take away from the actual areas of the map that are in play!
C.
Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 4:12 pm
by gimil
Im going to disagree with images. Ive always prefered maps with images kept to a minimim.
Re: High Seas, update pg.10 [I, GP]
Posted: Tue Apr 08, 2008 5:43 pm
by whitestazn88
i think some texture is required... because it still is a map. you know what i mean? like they probably still keep the names of places on a map even if its not the part of the map they're using (ex. putting the name of russia and mongolia in a map of china, because you can still see parts of it.
so i like andy's idea of putting in some stuff
Re: High Seas, update pg.10 [I, GP]
Posted: Wed Apr 09, 2008 5:37 pm
by oaktown
[bigimg]http://i141.photobucket.com/albums/r76/ron_parodi/highseas19.jpg[/bigimg]
I drew some rivers and mountains on the land - breaks things up a bit. I'm going to work on some images for the land that go along with the ships and sea monsters.
Re: High Seas, update pg.10 [I, GP]
Posted: Wed Apr 09, 2008 6:33 pm
by RjBeals
BTW Oaktown, I love this map. I'm going to look at it closer when I get a few moments, but thought I would chime in.
Re: High Seas, update pg.10 [I, GP]
Posted: Thu Apr 10, 2008 9:35 pm
by AndyDufresne
Beautiful!
--Andy
Re: High Seas, update pg.10 [I, GP]
Posted: Thu Apr 10, 2008 11:41 pm
by oaktown
[bigimg]http://i141.photobucket.com/albums/r76/ron_parodi/highseas20.jpg[/bigimg]
Version 20. Added some little critters to the land to match the ships and beasts at sea. I'm kinda liking it now... anyone have any suggestions, or should I run it past Gimil?
Next on the to do list is the XML.
Re: High Seas, update pg.10 [I, GP]
Posted: Thu Apr 10, 2008 11:57 pm
by Incandenza
Wow. Just... wow. Nicely done, sir. I think any more on the land would unforgivably clutter things up, so you've got a nice balance there.
Re: High Seas, update pg.10 [I, GP]
Posted: Fri Apr 11, 2008 12:03 am
by edbeard
I was against it until you put the animals there.
it's too bad gimil didn't deputize me for this thread too 'cause you'd have that stamp right now