PS: More detailed comments comming in a little while
Moderator: Cartographers
TaCktiX wrote:Version 0.8 There it is. There's a lot of work to do, hence the Version 0.8. I posted it mainly to get the ball rolling on balancing things out, as we have the tripartite problem of balancing the research, balancing the claim to the rich center of the map, and balancing the ability to get to other players (though we're not aiming for equal access, that's ridiculous). For reference, everything is neutral (save the capital), M is Mine (and also neutral), C is Capital (starting position for each player).
To Do
- Add the legend in the bottom right
- Redraft numerous borders so they can fit names (albeit simple) and army circles
- Begin crafting the symbols for the map
- Add color to the map proper
- Finish the nonplayable "side countries" so the entire map's space is used
List o' Questions
Graphics/Understanding
Is the graphical style shown on the research good?Nice graphics, but there is too much white space around the map edges
Are the researches easy to understand?What is the difference between the laboratories and the top secret facilities
Gameplay
Should impassables be added and the overall setup of the map changed around? There should be a few more mines in the center, and the center mines should be placed slightly apart from each other. Also, the center should have some impassabled
Are the starts reasonably balanced whilst being asymmetric?The starting positions still seem too symmetrical. The only difference I see is that some have 3 borders and some have two
Any suggestions for balancing neutral counts?
Balancing the neutral counts can be done after the rest of the map is balanced
We got permission to do the map as a 6-player one instead of an 8. It works better for the current map size limitations.the.killing.44 wrote:Just a quick question — why are there only 6 number slots? I will comment on everything else some other time
.44
I'm holding off on polishing the non-research areas into the final look, as the territories are very likely to change. No worries, those parts will look just fine in time.Nice graphics, but there is too much white space around the map edges
It'll be covered in the (not there) legend. A Top Secret Facility has more neutrals, but a much fatter autodeploy when held. In general, the researches on the bottom are best gotten after a TSF is held.What is the difference between the laboratories and the top secret facilities
We'll take this into consideration. See below.There should be a few more mines in the center, and the center mines should be placed slightly apart from each other. Also, the center should have some impassabled
We talked a lot about this, and we decided we wanted nearly identical starting areas. To satisfy the additional requirement of easily being able to attack other players (relatively), this impassable-less version came into existence. With some work on impassables like lakes, rivers, and the like, this can get fixed. Any and all suggestions for doing that would be appreciated, for coming up with territories off the top of one's head is not easy.The starting positions still seem too symmetrical. The only difference I see is that some have 3 borders and some have two
I consider the neutral counts part of the balancing. There's no way we'll get perfect territory spacing or anything like that, and altering neutral numbers is the best way to effect balancing in those cases. So part and parcel there.Balancing the neutral counts can be done after the rest of the map is balanced
TaCktiX wrote:It'll be covered in the (not there) legend.



I combined this tutorial with some judicious use of the Dodge tool and the Shift key for the pipe look. Each box has its own rust texture, the only addition I made is to add some Blur. The text has very basic outer glow effects on it for readability.Heck its so good that Id love a tutorial on how you did it

It's fairly simple. Laboratories can research anything below them, Top Secret Facilities can research anything to the right of them. I'll be adding some headings so that explaining that in legend is easy enough to understand.MrBenn wrote:I'm not fully convinced by the representation of the 'factory trees'... but will wait to see how it looks when it's in a more complete state before passing proper judgement
-----Spanish Civil War: VacationedMrBenn wrote: On an a side-note, as a child I used to have a recurring nightmare about being chased round a supermarket by a crocodile pushing a shopping trolley and wearing an "I ♥ Shopping" t-shirt...

Give me a break, I just finished with the Project From Hell and 3 exams. That was eating my entire free time alive. Today I should finally get time to sit down and work on it.yeti_c wrote:C'mon Tack - keep the momentum up on this map...
C.
-----Spanish Civil War: VacationedMrBenn wrote: On an a side-note, as a child I used to have a recurring nightmare about being chased round a supermarket by a crocodile pushing a shopping trolley and wearing an "I ♥ Shopping" t-shirt...
Momentum = Mass * VelocityTaCktiX wrote:Give me a break, I just finished with the Project From Hell and 3 exams. That was eating my entire free time alive. Today I should finally get time to sit down and work on it.yeti_c wrote:C'mon Tack - keep the momentum up on this map...
C.

Thanks for your support sailorsealsailorseal wrote:Don't let this die! Come on guys