Moderator: Cartographers



Thanks. Glad you like it and one day, I might just beat you on it.Shannon Apple wrote:Gorgeous map. I love this new version.
Great point, I was working on what I thought was the most valuable pieces but this would clear it up. Think of it as a done deal.generalhead wrote:The directions might be easier to read if you start from the middle and work your way out.
You start with general then advisors, but then you jump to chariots.
It might be better to go in order so people can follow the pieces from the middle out.
General
advisors
Elephant
Horse
Chariot
Cannon
soldier
I need something to show the castle as it is the only areas that you can move diagonally before you hold the horse. Some players may think it is ok strategy to try and head over fast and win with shock and awe tactics or not even get a horse on there side of the river. I see no difference in adding the "all" to the wording but will add it in. As for the special moves, players may miss out on a piece so while others can move in the Y shape or diagonally, they need to be expressed on the map as well as normal attack lines.generalhead wrote:I don't understand the red and blue box with the red arrows, it says castle pieces can move diagonally inside of the castle.
It is suppose to read all pieces can move diagonally inside of the castle?
If that is the case I might combine box 1 and 2 to say regular pieces can move north south east and west, can move diagonally inside of the castle
and can attack using their special moves or something to that effect.
As above, fills space and not everyone can read. They will stay. When we get the stamp, if iancanton says they can go, I will remove them.generalhead wrote:I would eliminate the boxes showing the horse and elephant movement. Players should be able to get that from the instructions.
What players will do is not something I can guess on. I would think of the map being played as a quick dash over in flat, grab as many bonuses in esc and no spoils but every player will play to there own strengths. How would you play this? and how would you react if you went for the bonuses and I dashed over? Also, remember, with the chariots, I can attack a huge line across the river hitting your bonuses and giving me a 3 line attack to the general.generalhead wrote:For the game play if a player tries to get all the bonus he can he can essentially get 15 to deploy before he crosses the river. Do you think that is the way most players would go. It would be neat to have it pretty even whether you go for all of the deploy or get a couple of the bonus pieces and try to cross the river. I just don't know if every game will be go for all of the pieces first or gain some of the pieces and then cross.
Some one would have to look at the bonus structure to see if those two are even which I am not very good at.
Chariots get the high deploy or no one would go for them. Why head to the corner when you need to go across.generalhead wrote:What brought that up is I originally thought +3 for the Chariots might be high, but then I realized the Cannons (which are getting a +1 auto deploy) were going to be bombarding the soldier pieces so then I realized a high deploy would probably be needed.
Soldiers can only attack towards the river. Both sides have soldiers so this is north and south depending on the side you play. Will try to clear this up.generalhead wrote:Can solder pieces attack north. It sounds they they can only attack south across the river, but then the instructions
below them say all pieces can attack north, south, east and west. This confused me.
The game only allows the pieces to move like this. Like my knights map, I need to take some liberties with this or it will not work. I said on the players side of the river so all attacks will be able, not just from the piece itself.generalhead wrote:When you hold a horse are all of your territories able to attack in a Y shape. Because essentially you are going to have territories where the playing pieces aren't. The pieces won't move so can you only attack In a Y when you are on on horse or when you own the horse all of your pieces can in a Y.
Same with the elephant.
Covers all regions. A lot of maps have a losing condition and you can get nuked out of the game. But with 180 regions, the chances of getting the right card are very slim. In a game where both players keep all cards till they have 5 cards, you have a 5% chance of a player getting the right card. So for every 100 nuke games, 5 players might be lucky enough to get the correct card depending on how long the game goes.generalhead wrote:Is it possible to negate a region from being nuked? Or is nuke generic where it covers all regions.

Well, lets see how this works.generalhead wrote:The one thing that was throwing me off is >>castle. all pieces move diagonally inside of the castle.<< I was missing the period. It could also just say >>All pieces move diagonally inside of the castle.<<. That was just me not seeing the period.
All else is cleared up .
I love the game play, can't wait to try it.

Tried a hard glow for a change. Will look into getting it lighter and easier to read.generalhead wrote:The legend is a lot easier to follow.
Last thing I will pick on you about today.![]()
The color of the wording of the legend is a little hard on the eyes (this is only my opinion). I don't know if it would help to have it a little more orange (like the color of the title) or give it a outer glow.


It is based on Chinese chess. All of the pieces are called the western names as I cannot pronounce the Chinese ones.betiko wrote:looks pretty interesting. is that an actual chess-like chinese game or you made up most of the concept?

The contrast from the shadow has made the font much easier to follow. Good work!koontz1973 wrote:How is the text now?
+1DearCyrus wrote:The contrast from the shadow has made the font much easier to follow. Good work!koontz1973 wrote:How is the text now?
DearCyrus wrote:The contrast from the shadow has made the font much easier to follow. Good work!koontz1973 wrote:How is the text now?
Thanks guys.generalhead wrote:+1


I think without the word river the board would be too bland. The board has already had so much stripped off of it. Koontz could remove it one time and post the map without it to see what it would look like. I vote keep it for now but wouldn't mind if it was posted once without it.DearCyrus wrote:Only one thing is standing out to me visually... The text "the river" seems a little out of place on the board. I get that the font looks liquid, but right now it looks as if it is on top of the board.
As far as game play, The basics seem understandable. I don't know the original game but it seems like you put a lot of thought into translating it into a CC map.
Think I got everything you wanted.dolomite13 wrote:I am sorry I didn't get around to giving my 13 cents worth on this till now but here goes nothing.
Board Layout: I assume that you will have troops on every board piece as well as the places where lines cross. Which ways do the non existent pieces attack? is it N,S,E,W one space? If I hole the Elephant do they attack diagonal as well? I also think the numbers down the side should go up to 10 going up the side or start with 0 and go to 9 for reference.
General: Looks like the general can attack the two advisers (which I assume will start neutral) and can attack forward and diagonal. So E1 could attack D2, E2, F2 based on the note that all castle pieces can move diagonally. But the diagonal lines in the castle area do not represent this.
Advisers: Appear to be a +1 deployable bonus and a trigger to allow you to assault outside your castle area.
Elephants: Nice deployable bonus at +2 each and seems to grant all pieces on your side of the river diagonal attacks. Does this effect the Chariots (more about this when I get to the chariots). Also the elephants seem to be a conditional that that opens up Cannon bombardments, and allows you to assault across the river from the 5/6 row provided you have 2 soldiers. A bit complicated but understandable.
Horse: I think the bonus is a bit weak considering each elephant is +2 each and this is +2 if you hold both (maybe +5 for both). I assume this grants all locations on your side of the river this forward Y shaped attack. When you unlock across the river assaults will this grant the ability for 4 or 5 row to move that way across the river? or does this just grant things in the 1,2,3 rows this movement?
Chariots: Good bonus here. Looks like they can assault straight down their lines, A1 assaulting all the way up the board or across toward the other Chariot? and when you have Elephants it appears they get diagonal so A1 could assault diagonally to A5?
Cannons: I like the +1 autodeploy and the bombardments here. Looks like they get the bombardment regardless of how many soldiers you have so that's nice as well. Do you need to hold the Elephants to be allowed to bombard, you use the term attacks so its a bit confusing.
Soldiers: I like the bonus and tying it to spaces across the river will keep the bonus low till you cross. Once you get 3 locations you may have 5 soldiers and that would be +5 instantly.
I would love to see more consistent wording, move vs assault vs attack vs bombard and I would love to know how this looks with 88's or 888's.
I would also consider a +1/3 on your own side of the map which at 45 territories would grant a max of 15 troops as you move to control your side of the map as well. And possibly a bonus for holding your entire castle. I know these aren't really reminiscent of anything in the actual Chinese Chess game but would utilize the CC bonuses.
Great job thus far this has great potential as a fun and balanced 1v1 map.
=D13=
Done for 20%Armandolas wrote:at a quick glance i would fade the plant just a bit more
DearCyrus wrote:Only one thing is standing out to me visually... The text "the river" seems a little out of place on the board. I get that the font looks liquid, but right now it looks as if it is on top of the board.
As far as game play, The basics seem understandable. I don't know the original game but it seems like you put a lot of thought into translating it into a CC map.
Cyrus is right. It was because the name was running over the attack lines. Moved the wording to between them. Not really liking this so will play with it some more later on.generalhead wrote:I think without the word river the board would be too bland. The board has already had so much stripped off of it. Koontz could remove it one time and post the map without it to see what it would look like. I vote keep it for now but wouldn't mind if it was posted once without it.

Just forgot to turn the layer back on when doing the last lot of adjustments.generalhead wrote:were you not using the highlights for the castles?
I thought it looked pretty good with the highlights.
