Moderator: Cartographers

Im sorry, first time working int the foundry...didnt know that i had put it in the wrong place.koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.![]()
Good luck.
- Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
koontz.
Not a problem. These things happen. glad to see some new faces here and look forward to your next draft.ljex wrote:Im sorry, first time working int the foundry...didnt know that i had put it in the wrong place.koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.![]()
Good luck.
- Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
koontz.

Im more looking into the gameplay of the map, sully will be doing the graphics.koontz1973 wrote:Not a problem. These things happen. glad to see some new faces here and look forward to your next draft.ljex wrote:Im sorry, first time working int the foundry...didnt know that i had put it in the wrong place.koontz1973 wrote:[Moved]
Sorry, but this map does not meet the minimum requirements to be in the drafting room. More than happy to put it back into the drafting room as soon as these four are met.![]()
Good luck.
- Territory names
Working legends
Speculative Bonuses
Tentative Border Divisions
koontz.

I can see how it looks similar to oasis as the basic structure of region layout is similar, but i can assure you that the game play will be completely different due to the bonus structure.koontz1973 wrote:This is what I get from your first draft. You all start in the outside of the map like Oasis. A 3 territ winning condition in the centre, again like oasis. Again like oasis, you have the islands (brown blobs). These may or may not work like oasis but the deployment is very similar. I believe from what I see is this - hold an island and a certain amount of coloured territs to get a bonus, without the brown blob, you get nothing. You have no solid colours on the map so the bottom part of the image has no meaning. But I believe you mean these to be impassable - correct?
To go forward, try a couple of things. Leave out the colours for now and get a good drawing of the territ regions done. When this is done, post that image. Only add the colour to the starting territs and islands. These will give a far better understanding to what you want in way of outlineing the GP.
Adding ranged attacks can work but as this is yours and sullys first map, leave it out. Better to go simple first time. When you get to the game play section, you can raise it again.
Without a proper image, looking at bonus numbers are irrelevant for now.
GL.
koontz

Yes the solid colored regions would be starting positionskoontz1973 wrote:The solid coloured regions, if they cannot be attacked or attack, how does a player get them? Are they starting positions?
So the brown blobs are a multiplier. This is a nice idea.
Negative bonus regions are easy to work out.
So if I hold red region I get +4, with the red regions brown blob +6, but if I hold the green regions brown blob, I would get nothing.
Region connection is also nice but harder to get gameplay worked out. Really think about your layout here.
As for an idea, it really is a great one and I do hope you do it, but as I said before, the first one is always the hardest.
Take what I say how ever you want, I really hope his works out as already you have explained a good game play.
Your brown blobs, have a think about this. A blob is surrounded by a number of territs.
Red blob has 5 territs surrounding it. Red bonus regions give + 5, have the blob at 10 neutrals to give the +8.
Then change the number of territs surrounding the other blobs.
Green - 3
Yellow - 4
Purple - 6
koontz.


Ah, i understand now though i was thinking of the map differently. It is mostly my fault though, i was thinking it would be better to have separate bonus multiplier/negator regions and that the negator regions would cause your opponent to lose troops on their deploy in some way. If that is not possible then the way you explain it could work well if done right.koontz1973 wrote:
To make it clearer, lets use Oasis as the example.
Oasis of Liberity is one of your brown blobs. It has 6 territs that surround it. So hold those 6 and get a bonus of 5. Hold the OofL as well to double the bonus.![]()
But if you hold those same six territs and Oasis of Power you lose all of your bonus.![]()
You can get the bonus back if you capture OofL.![]()
The three Grand Oasis are your winning condition.

well i know you can do the bonus's the way i want as they are done that way in supermax for the gangs. I'm not sure if we are on the same page there, it is going to be that the solid color regions are like a gang leader and once you get the required number of colored regions you start to get a bonus. So there would be 20 red regions around the map, and 5 of them gets you 3 troops but 8 gets you 5 and then it keeps going up in some way where all 20 gets you a lot of troops. The bonus multiplier, will only act to increase the bonus you already have, could be something like bonus x 2 or bonus x1.5 or something like that. The question for that is would you want to make holding more than one of them stack or simply act the same way as the first. I also dont know the specifics on what the site allows in that regard.koontz1973 wrote:You cannot have a territ that makes your opponent lose troops. Thats the bad news.![]()
But you can have the blobs away from the bonus region. Thats the good news.![]()
With the blobs away, you can make the bonus regions any size, with any amount of borders you like.
Another way of doing it would be like my rorkes drift map. No bonus till the chieftain is taken. Then you can have say 10 red regions with a bonus given as long as you hold any 5.

what map are you referring to for the negative bonus?koontz1973 wrote:The supermax multiplier can be done easily, if I get you correctly, you want more than one [gang leader] so you can get a bonus and then a super bonus. That can be done for any level or amount and is a good idea.
Negative bonuses can be done lots of ways. Hold a territ gain a bonus - hold another territ and lose that bonus or more. This has been done on another map already.
You can also have a bonus for a territ while it also decays. Forcing players to either use that bonus to keep the leader or attack. That would also solve the problem of stacking.
Put it this way, if it has been done on a map before, you can do it again. If not, it cannot be done.
steamworks has negative bonusesljex wrote: what map are you referring to for the negative bonus?
there are a bunch of maps with negative bonuses, i was asking which one specifically he was referring toDiM wrote:steamworks has negative bonusesljex wrote: what map are you referring to for the negative bonus?

okay, i thought you were talking about a specific map.koontz1973 wrote:Off the top of my head last night, could not think of one that had a negative bonus. But you have plenty to plan with now. Hows another image coming?

Yeah it may be hard to explain some things in the legend, it will probably require broad names for different types of regions but we will cross that bridge when we get there.koontz1973 wrote:Some nice features there to play with. Just remember, all features will need to be explained some way in the legend.
Lets see your scan as well please.
