What an amazing community CC is. There are people at either extreme interested in the Foundry. I take myself as the classic wannabe who ogles and dreams of having even a modicum of understanding let alone control over a piece of graphic software who’s circles look like squares, who’s borders look like blotches and who’s idea of detail is pixilation. And at the other extreme are the likes of
vaughn03 who, in his own words:
I'm a Studio Retoucher using Photoshop so this is all pretty easy for me and I try to set up my files to be as editable as possible.
Quite the statement, you may say, but this is in the context of his new map
the Ring of Fire - Battle for the Spice Islands:
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And this is only a first draft!! He had worked on one other map, the
Mississippi Magnolia. Certainly no lack of talent on the graphics side of things!! But as we all know, it takes more to make a playable map than good graphics. Some say that bad graphics can be a real turn-off over time, but we certainly won’t have problems with that with
vaughn03!! Anyway, the premise of the map was described as:
The map is based roughly on Wallace's Map of 1869. If possible I would like to introduce some elements that I have not seen in other conquer club maps. (I've been told that everything has been done, but I have not seen what I have in mind but I've not played all the cc maps either...) Am also looking for suggestions regarding historical, geographical, design, game play - willing to change anything to improve look and gameplay.
Wish list
So far so good, and you’d say – let’s hop to it. But hold the horses,
vaughn03 has a wish list. In his words:
Special Features I would like to incorporate if possible.
1. Pop-up map - Map in bottom right corner would change to 'active island'. - This allows more complex game play each island can have objectives, etc.
2. Moving Navies - transport troops, bombard ports.
3. Typhoons - randomly generated storms, can destroy ports, fleets.
4. Supply Lines - reinforcements based on contiguous supply lines being maintained.
5. Volcano Eruptions - randomly generated eruptions, destroy troops to neutral.
To which
tkr4lf pointed out:
I'm no xml expert, but I'm pretty much 100% sure #'s 1, 2, 3 and 5 cannot be done with the current xml. And
koontz1973 added:
tkr is right, some of those features are not doable at the moment. ... Some thoughts for you are ... The typhoons can just become killer neutrals and placed strategically around the map to stifle/open game play up. Example - Place one between Borneo and Java so a player can either go the long way around of have a short cut that kills troops.
But what about the other ideas – are there workarounds for those ideas too?
Workarounds
Firstly, the pop-up map concept. This is simply impossible with the current xml engine. Frankly, I doubt it will ever be available and there will always need to be a workaround. But there are several ways to do inserts and, frankly, I believe that
vaughn03’s idea would detract from real play as, and I do not think I’m alone here, I like to see the whole board and the interplay of where all the troops are in relation to one another. If the insert changes depending on the island then reliance on memory is required. And not everyone has one of those! Anyways, there are a number of ways in which inserts can be done. Three examples are Bamboo Jack, California and Salem’s Switch:
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Secondly, moving navies to transport troops and bombard ports? I assume that you are talking about something you hop on and as it travels across the board (maybe five moves to get to the other side) being immune to attack (?) yet able to bombard as they go. Actually as pretty as that might be, it really isn’t necessary as the gameplay aspects can be handled in other ways. For instance, Trench Warfare (there is the zone in the middle with positions you can stop at without loosing troops), 1982 (subs, ships and aircraft) and WWII Europe (Britain as an Island, one way attacks and bombardments) all display various elements of these gameplay issues.
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Thirdly, typhoons or randomly generated storms that can destroy ports and fleets. This is something else simply not available with the XML engine on this site. The closest we have are decaying regions and conditional borders. But there is no randomisation. Nevertheless, good use of both decay and conditional borders will provide a degree of the effects you are seeking. For instance, you could have a port which can only be held if, for instance, you have troops on a ship. In, say, nuclear spoils you may have troops happily sitting on a ship and on the port only to lose both by a single poorly chosen card (or well chosen card depending on whose side you are on).
Fourthly, supply lines, supply of troops that relies on the column being maintained. This is a feature employed to good effect in Das Schloss:
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Lastly, randomised volcanoes which destroy troops to zero if they go off. Same issue as the storms, and the answer is the same too.
Well, you raised some interesting questions and posed some interesting problems. Hopefully this little article will help you and be an inspiration to others. Congrats
vaughn03, I look forward to seeing where you take this map.