Moderator: Cartographers
I think you can put it that wayEvil DIMwit wrote:Hmm. So Sea Dragon is sort of a mini Lost Island. I guess that makes the Raider zone sort of a mini Tower zone, which might work out fairly nicely.
Ah, I see. The way I'd understood it is the dwarven gates assault territories adjacent to either the territories the gates are sitting in or the mountain ranges they're attached to, i.e. Khum's gate could either assault Yazun, Ongot, Bhaku, etc. or Nekhbet, Ostrakon, etc. So maybe I'm just thick, or maybe you could add outwards arrows to clarify, or I don't know.Kabanellas wrote:I think you can put it that wayEvil DIMwit wrote:Hmm. So Sea Dragon is sort of a mini Lost Island. I guess that makes the Raider zone sort of a mini Tower zone, which might work out fairly nicely.
As for the Dwarves' gates they work like this:
i.e. from Ralak-Marsan Gate you can one way assault Ralak-Marsan region, and you can assault (both ways) Grut Gate Entry.
in another example - From Khnum region you can assault (both ways) Khnum Gate Entry but from Damkianna region you can't assault Damkianna Gate because it's not an Entry. On the other hand Damkianna Gate can one way assault Damkianna region.
As for the number circle, I haven't found a better place to put it yet... maybe if I put it close to the 'gate icon' but in the field instead of placing it in the mountain, it could help....

My concern exactly. I had exactly same problem while calculating the bonus the Kabanellas.Evil DIMwit wrote:Hmm. So Sea Dragon is sort of a mini Lost Island. I guess that makes the Raider zone sort of a mini Tower zone, which might work out fairly nicely.
As for the Dwarven gates: From the circles' positioning it looks like each circle belongs to one of the mountain ranges, rather than just to the gate attached to it. I'm not quite sure what 'adjacent exterior regions' means either -- which territories can each gate attack?

I think that one way to reduce the number of symbols is to use the same symbol for all the training grounds. That will get rid off 5 different symbols.MrBenn wrote:The graphics on this map are very very good.
The biggest problem I have with it, is that it is overly-complex. By that, I don't mean that it is too complex, but that it is visually confusing - there are too many different symbols, with no obvious connection to help bring the two elements together --essentially I'm concerned that the legend is about half the size of the map
I think there are ways that the map can be made slightly simpler, but still have the same essence of gameplay, and still capture that spirit of Tolkien (which you have done incredibly well)... I'll pop back later to give some more thoughts

That would raise 2 enormous concerns in my opinion:AndrewB wrote:I think that one way to reduce the number of symbols is to use the same symbol for all the training grounds. That will get rid off 5 different symbols.
While we are on the same note here, I also find that Elven Town icon and Human Village and HoG are quite similar.
Here is another idea: use different colours for the different races icons, but make All settlement icons and All training grounds Icons the same. (Brown for Orks, Blue for Elves, Green/Yellow for Humans, Purple for Raiders, White for Hog and Red for Towers). And those colours should be quite subtle.

Thats cool, but if you moved everything down, it WOULD be more in the center, than it is now. below is a very crude example of the scale that I suggest. If you could fit the legend in the available space, it would be more about the map and not the over-powering legend. notice that the land has been stretched a bit, and Skull pen. and the island have been enlarged. please forgive the fuzziness, but this is just for scale purposes. I found this map, thought that you might find it interesting.Kabanellas wrote:Porken, the centre of the map should be the Tower of Control..... its the natural epicentre of all things there - where all the races confront each other

porkenbeans wrote:Thats cool, but if you moved everything down, it WOULD be more in the center, than it is now. below is a very crude example of the scale that I suggest. If you could fit the legend in the available space, it would be more about the map and not the over-powering legend. notice that the land has been stretched a bit, and Skull pen. and the island have been enlarged. please forgive the fuzziness, but this is just for scale purposes. I found this map, thought that you might find it interesting.Kabanellas wrote:Porken, the centre of the map should be the Tower of Control..... its the natural epicentre of all things there - where all the races confront each other

Aint it though ? I will try to find a larger version, and post it.Blitzaholic wrote:porkenbeans wrote:Thats cool, but if you moved everything down, it WOULD be more in the center, than it is now. below is a very crude example of the scale that I suggest. If you could fit the legend in the available space, it would be more about the map and not the over-powering legend. notice that the land has been stretched a bit, and Skull pen. and the island have been enlarged. please forgive the fuzziness, but this is just for scale purposes. I found this map, thought that you might find it interesting.Kabanellas wrote:Porken, the centre of the map should be the Tower of Control..... its the natural epicentre of all things there - where all the races confront each other
whoa, thats kinda neat


Thanks a lot for your support, I really think it will be fun once you get into it!Nephilim wrote:wow.....when this gets going, it will be insane! a ton of one way attacking and bombarding......it's one of those maps that will be hard to learn, but once you get it, will be super fun
good luck gents
That should clarify it considerably.Kabanellas wrote:To help clarify the Dwarves' Gateways mechanics I'll change the legend from:
"-can one way assault adjacent exterior regions"
to
"-can one way assault the region they're placed in"
or
"-can one way assault the region they're built in"
I wouldn't call it disastrous, considering there's already color on the map in the form of Dwarven gate routes and Logoth attack routes. On the other hand, the more color you add the farther the map gets from its original ink-on-parchment aesthetic, so if you can find a solution that doesn't resort to color, give that priority.porkenbeans wrote:Maybe coloring the symbols might not be so disastrous, if the colors were of a faded nature. It would still keep to the theme and look.
