Moderator: Cartographers

i agree with natty's sentiments: i dislike the feudal-style bombardment too. making it so easy for players to stack on their drop points while doing nothing but bombard single neutrals within their clan's home zone encourages build games too much. the pinnacle is not yet attractive enough in multiplayer games to reduce this strategy significantly.Blitzaholic wrote:drop points can only bombard their clan territories that are NOT adjacent lands.natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...
ok griff, make it so there is NO bombardment style. I do not think the 12 regions instead of 15 helps off set it? maybe, moving another thota land around so there is one right beside thota 04, this way you have to go thru 2 territories like all others, sound ok?iancanton wrote:i agree with natty's sentiments: i dislike the feudal-style bombardment too. making it so easy for players to stack on their drop points while doing nothing but bombard single neutrals within their clan's home zone encourages build games too much. the pinnacle is not yet attractive enough in multiplayer games to reduce this strategy significantly.Blitzaholic wrote:drop points can only bombard their clan territories that are NOT adjacent lands.natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...
the thota player has a significant advantage because he can stack right next to his portal on thota 04, simultaneously guarding his drop point. no other player can do this. u must offset this imbalance somewhat, perhaps by letting thota have only 12 clan regions instead of 15.
ian.
iancanton wrote:an excellent concept. there has so far been massive interest in this map. ian.



Dako wrote:Font look is bad - hard to read text.
Also, hard to read clan names on the map - somewhere font is too small.
Also, try to add some antialiasing (more) to the font and maybe change the font itself.
I strongly believe that the font musst be changed. The font alone is a reason I wouldn't enjoy looking at or playing on this map, IMHO.cairswk wrote:Your main map font is also hard to read first off.
Sorry!natty_dread wrote:Well, to me it doesn't make much sense to let nml portals attack each other, as they're so close to each other anyway...
this is gameplay workshop... please wait until the map gets moved up, we don't want the mapmakers to get distracted.Dako wrote:Some graphic points (my opinion).

I don't see why not, although looks a little scary.Bruceswar wrote:Can we have this as our clan logo?

Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.
I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.
how are you going?
greetz,
Leia

Depends bombardments or not, different kind of playing the game on map, but that is up to community to respond.Blitzaholic wrote:Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.
I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.
how are you going?
greetz,
Leia
thx Natascha, well, we changed the bombardments component which I was not a fan of, but, did, since many thought that was better game play and adjusted Thota 04, so, we just waiting to get moved to graphics, if we get moved to graphics and pass, then we move into beta. That still is a long time away.
this is much better!grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.

if you hold a Low drop point and 14 Low clan regions (that is 15 total low lands) which is +7 to deploy as it is +1 for every and any 2 clan lands owned, Aoc castle is auto +3 on that castle only, 3 thota clan lands is +2 to deploy as every and any 2 clan lands held is +1 bonus, one no mans land territory is +2, not auto deploy. so, in your example you have 20 lands owned. So, yes, you would get 6 auto deploy in this example (+3 for Low starting point and +3 for AoC castle). So, in your example you would get +11 to deploy standard troops plus 20 lands for another +6, so I think if I am reading this right, I think from your example you would get +17 to deploy wherever you want, and auto-deploy of 6. Below is what was posted on 1st page, I hope I am reading this correctly.iancanton wrote:this is much better!grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.
just so we are clear on what the bonuses mean: if i hold low drop point plus the other 14 low clan regions, aoc castle, 3 thota clan regions and a no-man's land portal, then my total deployment is the usual 6 for holding 20 regions, +10 bonus for 20 regions, +2 bonus for a no-man's land region, +3 autodeploy on low drop point and +3 autodeploy on aoc castle, making 18 standard troops plus 6 autodeploy, am i right?
can u show the number of neutrals on part of the map? it doesn't have to be every region; just enough so that we know what's on the pinnacle, each type of portal, each castle, each standard no-man's land region and each standard clan region.
ian.



drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
True. You do have to make a small map, after all.jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.
Done. All castles should now be surrounded by 2 terts on each side, neighboring 4 terts all together.Evil DIMwit wrote:I think, for each castle, you should make sure that on either side there is an equal number of territories bounding it. For example, at NEM, there are two territories on one side and one on the other, which means whoever's on the LOW side has a defensive advantage in that they don't need to divide their defensive forces.
Can i get some examples of which terts are too small for the digis? I was just thinking of how small "the hive" map is and somehow that works, didn't realize mine were even smaller? please let me know which terts are too small so i can work on making them larger. That would be appreciated.Evil DIMwit wrote:True. You do have to make a small map, after all.jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.



Let us assume your small map will be 75% the size of the large map, which is usually quite standard. If you put army numbers that are 133% of normal size into your large map, they will take the same amount of room that 100% size army numbers would take in the small map. This can be verified with a simple calculation:Does this mean that if they fit in the normal sized map with these super digis, that they would fit in the smaller version of the map too natty? hope so![]()
