you better stop calling it a castle, or else people will mistake it for a hat.Marvaddin wrote: - The castle is simple to take. The expansion is easier.
Moderator: Cartographers
OMG this is really funny (if you take it out of the context)mibi wrote: you better stop calling it a castle, or else people will mistake it for a hat.
Old school? Whats wrong about a Siege theme being concetrated in the castle and the invaders camps? If you have good ideas about the theme, share with us, mate...hulmey wrote:marv's ideas are old school..lets do sumthing fresh...This is one of the best maps visually already (sorry qwert there is a new king in town)...
I strongly recommend you dont use marvadins ideas and keep fiddling with it yourself mibi... this is your map after all!!!
And its looking good but gameplay does need a little bit of tweaking

but this would allow the attackers to breach the walls from anywhere... maybe if the only place the walls could attack was from the two smaller bridges. I'm pretty ambivalent about this, so if people come to a consensus on how the outer wall will provide the best gameplay im for it.Samus wrote:Okay, this map is doing a lot better since I last looked at it.
I agree that it doesn't make any sense for catapults to conquer, but I would make the same argument for the walls. If the walls could attack but not conquer, that would be fine, but your men jumping down from the walls to take a section of swamp doesn't make sense to me.
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.
yeah ill do that.Samus wrote:
I like the idea of the Throne + walls giving you a bonus, but that's probably too high. You should merge the Throne into one territory again, give nothing on its own, and give +5 for Throne + Walls.
I think a gate bonus of 1 is good, the gate is the territory that is hardest to defend and will change hands the most so if an army can hold it for a round then more power to them. I think +4 is a good bonus.Samus wrote: I still think the Gate alone should give nothing, although I really like the idea of the Camp + Gate. The invaders have broken into the Castle, now they can flood in. I'm not sure about the +5 bonus though. The Camp is already tucked away in the corner very easy to defend. Maybe +4.
Some people want one way to the throne, some want one way to the swamp, some want both ways. i like the escape Idea, but its just that in the first deployment you will have 15 armies that are totally boxed in and must dump out onto the swamp. maybes thats a good thing, i dunno.Samus wrote: I think the attack route from from the Great Hall to the Tunnel should be one way into the Tunnel. It's an escape route, but keep in mind this works for fortifications as well. Any armies sent into the tunnel cannot return. If your defenses are falling and another player is taking over, you can move all your armies to run into the tunnel. He will be hesitant to follow because he needs those armies to defend now.
yeah i'll work on that.Samus wrote: You really do need to do something about adding some impassible borders outside the structure. The Plains, Midlands, and Swamp simply cannot be held as you currently have the map. Eliminating the attack routes from the Outer Walls will help bigtime, but still something else needs to be done for the Plains and Midland.

The numbers are for the image, the XML will read "Player attacks the West Ward 1 from the Gate" "Player attacks the River Camp 2 from the Swamp 5"Coleman wrote:I don't know if this has been discussed in detail, but are the numbers just placeholders for names or do you really intend to keep it this way?
Im not so sure that that would be easier. If it said "Player attacks 34 from 51" I would then have to look up 51 in the legend and then find it on the map." I think that after the 3 minutes of gameplay it will be quite obvious that which territories are which. The names themselves are scriptive, unlike say "Player attacks Paui from Madera" (Brazil map) well great... wtf are Paui and Madera? At least with Player attacks Outer Wall 1 from Gate" you know exactly where it is. Also the territories are randomly color coded like geography maps. Plains is yellow, midlands is grass green, tunnel is dark brown, etc so that aids the player who sees they got attacked from Plains 3 its easier to find rather say attacked from "27"bedplay wrote:
Also continents took me about 3 mins to work out, they need sorting out (you can't just have them like you described them only putting all the names in xml.) you will have to fins a more simple way of doing that, you could nuber every single country a different number, then put what each cont is in the legend
1. throne = bonus 1
2-6. Great hall = bonus 3
.etc.
Edit: so I'm saying numbers are fine if they are all different, (on chinese checkers map as mentioned earlier it was A1 B1 .etc.) you could use
t1 (throne 1)
ww1 (west ward 1)
.etc.
yeah that makes total sense. I could easily see the 50 or so armies on the wall just over running the surrounding area...Samus wrote:Okay, let me give you an example of why I think the walls shouldn't be able to attack.
Let's say taking a normal region with 3 borders, you have 12 "free" armies to move around as you see fit. Naturally, you stick 4 on each border, plus the 1s that are already there makes 5s all around. With the single wall section, you lump them all on the wall, for 13 armies there. The same number of armies committed to defense, but obviously with the single wall section it's way better. It doesn't matter where they attack from, they must still go through that 13 rather than being able to pick one of the 5s with a normal region. The defense with the same number of troops is way higher.
Now let's say it's your turn again and you've (predictably) held your bonus. You can now deploy all of your troops with bonus on top of that 13, making for 18+ you can now go out and attack with? And afterwards you can still fortify back to the wall again ensuring that you will again not be broken? That doesn't seem fair to me.
If the walls cannot attack, you will still lump your 13 there so that attackers will not break you, but you will only have what you deploy with plus bonus to go out and attack with. Just like with a fortress, you hid behind your walls, which worked well defensively, but those troops are not ready for an attack.
That's just what makes sense to me from both theme and gameplay aspects.