Moderator: Cartographers

TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
You mean when a player loses one base but still has another, this would give him a chance to get a second one and therefore be safer? The losing condition kicks a player out the second someone else takes their last base.natty_dread wrote:Yeah, that was my reasoning as well. Plus that having less neutrals on them gives a player who loses his base a chance to grab a new one to stay in the game.
It doesn't. When you lose all your bases you still have a chance to retake one the next turn.carlpgoodrich wrote:You mean when a player loses one base but still has another, this would give him a chance to get a second one and therefore be safer? The losing condition kicks a player out the second someone else takes their last base.natty_dread wrote:Yeah, that was my reasoning as well. Plus that having less neutrals on them gives a player who loses his base a chance to grab a new one to stay in the game.


Thanks!The map gameplay has come a long way and I have to say that the overall framework has crystallized (pun intended) into something very intriguing and not really like Oasis as I feared. In addition, it's a very pretty map, and fairly easy to read.
I'll get on it.(1) The 888's. I'd like to see them, just to be sure they fit. I don't really have any fears in this regard- the AP region is the only one where they might be a bit tight and I think there's plenty of space if it is.
If we can fit it nicely somewhere, then yeah... but I'm afraid we might get a bit tight on legend space. One could argue that knowing the neutral values is important on any map. Also, even though it is a nice gesture for the fog players, for the non-fog players it may just seem silly and redundant... we could always just post the neutral values on the first post.(2) The number of South Pole neutrals should probably be stated on the map. I know that in many maps it isn't and clans for instance just consider this part of researching a map, but for the casual player it could come as a nasty shock to find out that there aren't 10 or 20 as they might have guessed. Especially since a player needs to commit to taking a sector and then hitting the Pole, it would be nice to know ahead of time that the Pole had 30 neutrals in a fog of war game.
Sure.(3) The Ice Shelf part of the legend passed my notice the first time I looked the map over, because the symbol wasn't as separated as the others. I think it would be good to separate the Ice shelf from the base icon.
I'll discuss this with Isaiah and see what we can do.(4) The FL area is just too crowded with bases I think. In particular, I would not want to end up on Base D, as there is a good chance that any route I'd take would very quickly put me into enemy-occupied territory and my strategy would devolve into a game of push-shove. Consider moving one of the bases in that upper-right area, possibly to AL, HL or SL.
One would think the lack of army numbers would be enough distinction... I'll try to add something for them though.(1) I don't like how the coastal impassibles look similar to the Ice Shelves. Since I really like the look of the Ice Shelves, maybe you could put a more distinct border or somthing to make the coastal impassibles as clear as the mountain impassibles.
Eh... It's a large, round, grey slab. I don't see how anyone could confuse it for the land areas.(2) This is totally a matter of preference, but Sully did have a small point about how using just numbers for the Sectors makes them seem like another land region at first glance. An alphanumeric designation would make them stand out more, like "S1, S2, S3, S4".
I have some ideas...(3) As Andy pointed out, the bottom seems overloaded with information. Although this can wait for graphics as you said, do you have any ideas while this gets ready for a sticky?




Yes... yes it did... But dirty's olay sometimes, right? Right?natty_dread wrote:Ok, I managed to slip it in there.
(man that sounded dirty...)
