Famine V.19.3 pg1+35 [I] [Reworking]

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Continue, vacation, or abandon?

Poll ended at Wed Nov 12, 2008 2:23 pm

 
Total votes: 0

bryguy
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Post by bryguy »

Image

changes:

added siege items at Bir, Aratab and Ordo
added trading posts on each continent section (lower left island, cardoce island, big continent area and desert)
changed comenal castle to nomad camp
added iron mine and forest
got bored and added smoke/changed to do stuff
bryguy
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Post by bryguy »

might as well play on this violin thingy while i wait for people to comment :-({|= :-({|= :-({|= :-({|= :-({|= :-({|= :-({|= :-({|= :-({|= :-({|= :-^ :-^ :-^ :-^ :-^
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Coleman
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Post by Coleman »

All I have to say is do the legend, lol.

Oh, and instead of a flat color a texture would be swell. A sane texture that makes it look like grass or something.

And, the line between scorpion err forgot the name already, anyway the border between grass and sand needs to be cleaner.

The beaches look really good.
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zimmah
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Post by zimmah »

bryguy wrote:question, should i leave the resources as they are with famine and all, or scratch famine and the current resources and replace them with better resources? like a forest and lumber yard to stop the decay on the grass side of the wall where they have the siege instruments


i can't tell, since i don't really know 100% how the famine system works, but i think it's a good idea to just add wood to the system you use, if possible

i don't think you should remove the idea of famine, as i think it was a very good idea and it's something very different from other maps. (therefore you need to be very careful with explaining though, if noone knows exactly how it works, noone will play your map cuz it will be 'too hard to understand'

did you remove 1 castle btw? i really think 8 castles would be better, if you have room to place it.

also make sure the map is balanced (equally bonuses, distance between important recourses and 'connections' and possible ways in and out) off course it doesn't be to have perfect balance, but at least it needs to be a bit fair for all starting positions :wink: (i didn't really have had time to look at the balance of it now, so you should dicide for yourself if no castle has serious advantages or disadvantages over others, or maybe someone else can help you with it)

some things do draw my attention tho

the desert has still only 2 ways out (scorpion pass which has still only 2 borders outside the desert) but there are 4 ways in now (don't know how the trading camps work so i didn't count them as a way in or out)
(defence disadvantage)

the island of Cardoce has only 1 way in and 4 ways out (the dock, bordering the 4 other docks (serious defence advantage, possible minor attacking advantage)

some more things might need a bit of tweaking in order to get balanced

the updates look good so far
Click image to enlarge.
image
bryguy
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Post by bryguy »

ok to clear some things up for zimmah


All trading posts connect
The nomads are also a starting point and get the same bonus as all the other castles
There are only 3 ways in and 3 ways out of the desert, the siege instruments can only bombard the territory right next to them on the other side of the wall
island of cardoce has 2 ways in, 8 ways out :shock: (gonna have to fix that somehow)
for famine, basically the way i had that work was that the numbers in each territory got compared to a famine chart to see how much famine affected it, but a resource could counter it. Didnt work to well cause most ppl wouldnt look at the famine chart, so maybe revise it so that all territories have -3 on them until you have a resource? (-3 or -1, maybe -2 for grass territories and -3 for desert)

for coleman

yes i will do the legend, lol, dont think i can get out of here unless i do

ill try

(scorpion pass) its a wall :lol: yea i kinda could tell as soon as u said that about the wall

thanks :)
bryguy
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Post by bryguy »

Image


changes


added grass texture (took forever)
modified the box with To Do in it and put in the title
made it so that you cant go to so many places from cardoce island by adding in a bridge
gave the bridge a reflection cause i was bored 8)
bryguy
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Post by bryguy »

oops, forgot to modify the wall
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zimmah
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Post by zimmah »

bryguy wrote:
changes


added grass texture (took forever)
modified the box with To Do in it and put in the title
made it so that you cant go to so many places from cardoce island by adding in a bridge
gave the bridge a reflection cause i was bored 8)


you really improved, btw, can the ships get 'past' the bridge or not? (do all docks connect to each other, or does the bridge split the water into 2 seperate bodies of water?)
Click image to enlarge.
image
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InkL0sed
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Post by InkL0sed »

Looking good, but I have a few suggestions(sorry if I repeat some things, I haven't read the entire thread):

-Add a couple more ports, definitely one more on the lower left continent.
-Make the texture for the desert similar to that of the desert in the oasis map. wcaclimbing described how he did it in the thread.
-If you really want to avoid people thinking you ripped off Feudal Wars (I'm not suggesting you are, but some may still get that impression), the desert was a good beginning. But I suggest other types of land. Maybe a different climate for each empire. You could have hills, plains, woods/jungle, tundra, the possibilities go on.

EDIT: Also, that border between Nac, Fely, Calig, etc looks pretty confusing. You should probably separate those lines a little more.

Another edit: I think that gray wall thing by the desert should be a cliff.
bryguy
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Post by bryguy »

InkL0sed wrote:Looking good, but I have a few suggestions(sorry if I repeat some things, I haven't read the entire thread):

-Add a couple more ports, definitely one more on the lower left continent.
-Make the texture for the desert similar to that of the desert in the oasis map. wcaclimbing described how he did it in the thread.
-If you really want to avoid people thinking you ripped off Feudal Wars (I'm not suggesting you are, but some may still get that impression), the desert was a good beginning. But I suggest other types of land. Maybe a different climate for each empire. You could have hills, plains, woods/jungle, tundra, the possibilities go on.

EDIT: Also, that border between Nac, Fely, Calig, etc looks pretty confusing. You should probably separate those lines a little more.

Another edit: I think that gray wall thing by the desert should be a cliff.



thanks for the suggestions, just i cant do cliffs/hills/mountains, i just cant get those down :(
maybe a jungle area for trinity castle area, and ice area for ochrard, tect, gaep, trading post 4, yelra and down?


for zimmah

the bridge does seperate it

more later
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Kaplowitz
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Post by Kaplowitz »

To change it from AoR i think it would be a cool idea to take out the docks and put boats instead.
Image
bryguy
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Post by bryguy »

Kaplowitz wrote:To change it from AoR i think it would be a cool idea to take out the docks and put boats instead.


could u explain a little more?
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Post by whitestazn88 »

the o's in your legend look kinda like a's to me.... im not sure if thats the font you'll be using in the legend, but if it is, maybe look into that
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tenio
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Post by tenio »

ya i thought you were like Ta Da lol

like magic or something

otherwise the map looks good
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Kaplowitz
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Post by Kaplowitz »

bryguy wrote:
Kaplowitz wrote:To change it from AoR i think it would be a cool idea to take out the docks and put boats instead.


could u explain a little more?


My idea was to take the docks out and put boats as territories in the water that attack the territories that were once docks. No gameplay changes, just looks different from AoR that way.
Image
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InkL0sed
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Post by InkL0sed »

Kaplowitz wrote:
bryguy wrote:
Kaplowitz wrote:To change it from AoR i think it would be a cool idea to take out the docks and put boats instead.


could u explain a little more?


My idea was to take the docks out and put boats as territories in the water that attack the territories that were once docks. No gameplay changes, just looks different from AoR that way.


I like that idea.
bryguy
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Post by bryguy »

whitestazn88 wrote:the o's in your legend look kinda like a's to me.... im not sure if thats the font you'll be using in the legend, but if it is, maybe look into that



yea thats just for the 'To Do'


and they do really look like 'Ta Da!' :lol:

My idea was to take the docks out and put boats as territories in the water that attack the territories that were once docks. No gameplay changes, just looks different from AoR that way


i like it, may be hard to put into affect but otherwise i like it
bryguy
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Post by bryguy »

Image

Changes

Added arctic region
Changed 'beans' to 'penguins'
Took out all docks but fishing dock
Added ferry boats
Did the legend!!!! \:D/ =D> \:D/ =D> :mrgreen:

Things I forgot

the wall... again
to say that all trading posts connect
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Unit_2
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Post by Unit_2 »

freeze the river in the south 8)
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bryguy
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Post by bryguy »

Unit_2 wrote:freeze the river in the south 8)


oooooh sounds cool 8)
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InkL0sed
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Post by InkL0sed »

More boats please.

Also you misspelled "orchard."
bryguy
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Post by bryguy »

InkL0sed wrote:More boats please.

Also you misspelled "orchard."


more boats can do

but the orchard thing... thats a village not a resource :lol:
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Unit_2
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Post by Unit_2 »

Make fleets of boats, like 3, 4 or 5 per.

Also fix the wrighting text....none of it looks the same :?
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InkL0sed
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Post by InkL0sed »

bryguy wrote:
InkL0sed wrote:More boats please.

Also you misspelled "orchard."


more boats can do

but the orchard thing... thats a village not a resource :lol:


How confusing. You should probably change the name.

Can you clarify what villages and resources do (and how they're different)? Do you even know that yet?

Also, how am I supposed to tell the difference between a resource and a village?
bryguy
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Post by bryguy »

InkL0sed wrote:Also, how am I supposed to tell the difference between a resource and a village?


read the legend :lol:
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