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Moderator: Cartographers




Just to confirm, the "A" and "B" (the latter of which contains an anchor) next to Broad Way are part of the TWO B'WAY region, correct? That's unclear at first glance on the large map. Maybe you should move the "TWO B'WAY (5)" label down a dozen or more pixels so it's in the middle, as it is on the small map.Shannon Apple wrote:I used Minister X image for v.15 (on the first page) to update the files I got to v.15. Added clearer entrances and the inset bonus values are now changed to match the latest version. I hope I didn't miss anything. I also just made a new small version of the map.
He had changed Prince's Street to Beaver Street and moved a boundary of Beaver Street from King D to A, so I adjusted these also.

Fuchsia tude wrote: Just to confirm, the "A" and "B" (the latter of which contains an anchor) next to Broad Way are part of the TWO B'WAY region, correct? That's unclear at first glance on the large map. Maybe you should move the "TWO B'WAY (5)" label down a dozen or more pixels so it's in the middle, as it is on the small map.

although i initially thought that the street killer neutrals were unique, they're actually somewhat similar to the buggy stop junctions in salem's switch, which are single killer neutrals. street decay is possible, with the wrinkle that it slows down trench games compared with street killer neutrals.Minister X wrote:A suggestion was made that perhaps the streets should be neutral one instead of two. Not a bad idea but consider an alternative: instead of reverting to neutral, a player can own a street but his forces get degraded (reduced) by one or two (or more?) at the end of his turn.

I don't like this idea personally I think though I don't like how restrictive it is currently making it as open as you have here makes it like any other map. It would be a pretty simple map at that point. I think it could do with a little bit of opening up but not to this extent. I think there should probably be a few extra doorways in buildings but not all of the ones you have outlined. I will mock up what I propose later

let's try this!Minister X wrote:Imagine New York City as the Wild West. In 1695, the streets were so dangerous no one tarried in them for long. Think twice before letting your gang make any forays!
I have to agree with donelladan if we make no other changes then we need to make the fort weaker by making it 2 or 3 separate parts. As if you drop in there you have a huge advantage in multiplayer and a slight advantage if you can claim it in 1vs1Donelladan wrote:I just discovered the map.
Nice job.
A remark on the bonus. The yard seem to be the only bonus that you can take without having to go through the street.
Looks like a tremendous advantage to me.
No downside, also has the fort in the middle.
That's making the map a bit unbalanced, especially for 1vs1 I'd assume.
I didn't played any game on it yet, so I'll try to come back and comment once I've played a few games to confirm/infirm this.
