Page 20 of 36
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:39 pm
by wcaclimbing
edbeard wrote:you can wail away at people in the fertile lands all you want. I'll grab some oases and get 3 armies for each one and wail on you right back
YES!
cicero wrote:wcaclimbing wrote:New graphics. good or bad?
First impression is that the roofs that you can see at the bottom of the map are bigger than those on the sides. They now look 'too big' to me. Those on the sides are already at the upper limit of 'big enough' I think.
I can change that. They will be a bit smaller on the next update.
t-o-m wrote: a few - of the oasis terit names looking a bit weird becasue theyre resting the tops of the name on the oasis terit line
also, on the oasis of freedom i dont like the fact that some of the grass is leaked on to oasis 27, i know its meant to be there but i dont like that particular bit becasue its the only bit of grass leakage on that oasis
I can fix both of those.
oaktown wrote:
Right, every fertile territory needs to hit at least three dead areas to reach the grand oasis, while Besk can get there in two. If you had 68 and 69 wrap under Oases of Liberty and border each other it would eliminate the border between Liberty and 76 and restore the balance.
I'll do that.
oaktown wrote:
And Ed is absolutely right about grabbing an oases for the bonus and wailing on his opponents, but that's just the problem: everybody will treat this as a normal map, you grab a cheap bonus and eliminate your enemies. If something can be done to make the objective a more attractive route to victory I think it would make games on this map (and any map with an objective for that matter) more interesting.
I'll decrease the army count on the grand oasis even farther. I'll put it all the way down to 4 on each. So then it would be really easy to take, and nearly irresistible because it would be such an easy target to take over. That would nearly gurantee the use of the objective.
t-o-m wrote:i think that the neutral army count is WAY too low,
theres a +3 bonus for each oasis, and quite a few of the oasis's are about 1 terit away (or between them) so you can easily get quite a few small oasis's in a turn, making your army re-enforcements quite high en-ableing you to capture the Grand Oasis easily and forting everything you got into there at the end of a turn; so i think the neutral armies need addressing
Thats the point. If you play it well, you should have at least the number of armies your opponent has at that time. Then you can get in there and break him. All you have to do is take out one of the 3 areas, and then he doesn't win and the next turn the army decay will take 3 off of each of his armies, which would hurt his forces a lot.
yeti_c wrote:
Could move the grand oasis up - to where "Oasis of freedom" is?
Also - Now that we've lost a couple of other oases... could we swap out "Honor" with one of the ones that aren't so controversially spelled?
C.
I would like to have the grand oasis stay where it is. that is because the closeness to the grand oasis is balanced out by the threats from the side. with people coming in from both east and west fertile lands, the center would be more difficult just because its where everyone ends up.
sfhbballnut wrote:
No complaints on the graphics, except maybe move Woal's territory name to the top of the territory rather than the bottom, it looks out of place there. And it remains to be seen, based on numbers, but it looks like the name Grand Oasis 2 is gonna need to move up and over, but we'll see.
I can change that.
And I am going to change "Honor" to something that has a less controversial spelling.
I still am standing strong against the idea of adding impassables to the map. I think it would hurt the feel of the map a lot, and it wouldn't be as fun to play. Instead of impassables, I can just keep dropping the neutral army counts to encourage people entering the desert.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:40 pm
by sfhbballnut
personaly I think there's pleny of incentive to enter the desert, but we'll see how it works out
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:42 pm
by InkL0sed
I think dropping the Grand Oasis neutrals to 4 is a little extreme... maybe more like 6?
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:44 pm
by wcaclimbing
InkL0sed wrote:I think dropping the Grand Oasis neutrals to 4 is a little extreme... maybe more like 6?
whatever works for you guys. compromise at 5?
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:55 pm
by rocky mountain
deal

Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:56 pm
by ZeakCytho
I think 6 would be better, but I'm okay with 5. Why not put up a poll?
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 10:58 pm
by rocky mountain
even better!!!

Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 11:19 pm
by wcaclimbing
ZeakCytho wrote:I think 6 would be better, but I'm okay with 5. Why not put up a poll?
done.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 11:24 pm
by mibi
This map looks fun, and the graphics are good. My two issues are the grand oasis losing 3 armies per turn, why is that? I understand its to make the area hard to hold, but it doesnt make any sense from a scenario point of view. The grand oasis is the holy grail, but you are penalized. You should find a way to make it hard to hold without making it a negative attribute. Also the legend does not match the level of graphics in the rest of the map. Its not bad, but it could be much better, maybe bring some scenario elements in there, make it PART of the map, not just the map's hat.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 11:34 pm
by wcaclimbing
mibi wrote:This map looks fun, and the graphics are good. My two issues are the grand oasis losing 3 armies per turn, why is that? I understand its to make the area hard to hold, but it doesnt make any sense from a scenario point of view. The grand oasis is the holy grail, but you are penalized. You should find a way to make it hard to hold without making it a negative attribute. Also the legend does not match the level of graphics in the rest of the map. Its not bad, but it could be much better, maybe bring some scenario elements in there, make it PART of the map, not just the map's hat.
The oasis has decay because the treasure is rigged with traps, so if you get near the traps go and kill your men.
what kind of "scenario elements" are you thinking about? I could add something, but I can't think of anything to change right now. It looks fine to me.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sat May 17, 2008 11:46 pm
by hulmey
wcaclimbing wrote:mibi wrote:This map looks fun, and the graphics are good. My two issues are the grand oasis losing 3 armies per turn, why is that? I understand its to make the area hard to hold, but it doesnt make any sense from a scenario point of view. The grand oasis is the holy grail, but you are penalized. You should find a way to make it hard to hold without making it a negative attribute. Also the legend does not match the level of graphics in the rest of the map. Its not bad, but it could be much better, maybe bring some scenario elements in there, make it PART of the map, not just the map's hat.
The oasis has decay because the treasure is rigged with traps, so if you get near the traps go and kill your men.
what kind of "scenario elements" are you thinking about? I could add something, but I can't think of anything to change right now. It looks fine to me.
how about having the traps all around the oasis, leaving the holy land .... holy

Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sun May 18, 2008 12:09 am
by mibi
wcaclimbing wrote:mibi wrote:This map looks fun, and the graphics are good. My two issues are the grand oasis losing 3 armies per turn, why is that? I understand its to make the area hard to hold, but it doesnt make any sense from a scenario point of view. The grand oasis is the holy grail, but you are penalized. You should find a way to make it hard to hold without making it a negative attribute. Also the legend does not match the level of graphics in the rest of the map. Its not bad, but it could be much better, maybe bring some scenario elements in there, make it PART of the map, not just the map's hat.
The oasis has decay because the treasure is rigged with traps, so if you get near the traps go and kill your men.
what kind of "scenario elements" are you thinking about? I could add something, but I can't think of anything to change right now. It looks fine to me.
gah... i just posted my lengthy legend idea and CC ate it. oh well here it goes agin.
This map is supposed to have this desert that is perilous to cross and where an oasis is a lifesaver, yet if you factor in the scale of the buildings, the desert is less than a mile wide. This creates a subliminal dischord and disconnect from the very idea of a desert. My suggestion is this, make the legen background sky blue, then add a layer of sand to the bottom to separate it from the map, then add palm trees on either side of the word oasis. This would be a side view of a desert scene and should be sufficient enough to evoke a desert, rather than a sand box.
Re: Oasis ---- Updated May 3rd (V6.0 page 1 and 27) [I]
Posted: Sun May 18, 2008 2:22 pm
by yeti_c
InkL0sed wrote:yeti_c wrote:
Also - Now that we've lost a couple of other oases... could we swap out "Honor" with one of the ones that aren't so controversially spelled?
C.
Good compromising -- I like it.
WCA - You didn't comment on this...
C.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Sun May 18, 2008 2:52 pm
by sfhbballnut
ok so the way I see it the number on the Grand Oasis is gonna be crucial to how the gameplay works out, obviously you want it low enough that its worth going after, but if its too low the game becomes mad dash to the grand oasis that you have to compete in or you lose. I'd like to keep the option of not necessarily running straight for the grand oasis if possible, obviously it is the objective, but if the entire gameplay of the map is get to the oasis and stop someone from holding it the entire game, I don't think I'd play very much. I'm perfectly fine with the objective being crucial a few rounds in, but right off the bat I'd rather be able to fight and stratagize without my main worry being stop someone taking the oasis.
Re: Oasis ---- Updated May 3rd (V6.0 page 1 and 27) [I]
Posted: Sun May 18, 2008 4:00 pm
by wcaclimbing
yeti_c wrote:InkL0sed wrote:yeti_c wrote:
Also - Now that we've lost a couple of other oases... could we swap out "Honor" with one of the ones that aren't so controversially spelled?
C.
Good compromising -- I like it.
WCA - You didn't comment on this...
C.
I can change Honor. It'll be done in next update.
mibi wrote:
gah... i just posted my lengthy legend idea and CC ate it. oh well here it goes agin.
This map is supposed to have this desert that is perilous to cross and where an oasis is a lifesaver, yet if you factor in the scale of the buildings, the desert is less than a mile wide. This creates a subliminal dischord and disconnect from the very idea of a desert. My suggestion is this, make the legen background sky blue, then add a layer of sand to the bottom to separate it from the map, then add palm trees on either side of the word oasis. This would be a side view of a desert scene and should be sufficient enough to evoke a desert, rather than a sand box.
I'll see what I can do.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Wed May 21, 2008 6:30 pm
by rocky mountain
it looks like there is going to be 6 neutrals on the grand oasis
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Wed May 21, 2008 11:50 pm
by oaktown
Grand Oasis neutrals: I like 6 or 8, because you don't want somebody scoring a good set of cards and wrapping it up too easily.
Grand Oasis decay: I think I like the negatives here, but a higher neutral to start would have the same outcome more or less... either way it's going to be hard to take all three territories in one round, which I guess is the point.
Mibi's comment about the legend is a good one.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Fri May 23, 2008 6:01 pm
by rocky mountain
wcaclimbing, are you away or something? whats going on with this map? is there another update coming, or are you waiting for the poll to end? plz don't abandon this

. its a great map.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Fri May 23, 2008 11:47 pm
by wcaclimbing
rocky mountain wrote:wcaclimbing, are you away or something? whats going on with this map? is there another update coming, or are you waiting for the poll to end? plz don't abandon this

. its a great map.
don't worry. I wont be abandoning it.
This whole week was finals for school. I didn't have any free time all week.
And now after all that studying I pretty much just want to do absolutely nothing all weekend.
expect an update sometime near the end of this week, or next week. It'll be here eventually.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Tue May 27, 2008 2:01 pm
by sfhbballnut
well while he's doing that, looks like the poll is saying we need a compromise between 10 and 6
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Tue Jun 03, 2008 12:31 am
by wcaclimbing
Ok, its been quite a long time since I've done anything with this map, but I've got something small coming up tomorrow, within 12 hours from right now. Its a response to this quote:
mibi wrote:
This map is supposed to have this desert that is perilous to cross and where an oasis is a lifesaver, yet if you factor in the scale of the buildings, the desert is less than a mile wide. This creates a subliminal dischord and disconnect from the very idea of a desert. My suggestion is this, make the legen background sky blue, then add a layer of sand to the bottom to separate it from the map, then add palm trees on either side of the word oasis. This would be a side view of a desert scene and should be sufficient enough to evoke a desert, rather than a sand box.
Its completely created by hand.
Now, the legend isn't completely sky blue, but it is a side view of a desert. If anyone could post a link to some free stock images of a palm tree or two that I could use, I would really appreciate it. Because I have realized that I completely suck at drawing them...
I'd post the pic now, but photobucket is disagreeing with my attempts at uploading, so I'm going to try again tomorrow and hope it works.
To explain why I haven't worked on this for a while:
First, I had tests and studying and all kinds of crazy stuff for school, and then Finals for school, which meant even more studying and pretty much no free time. so for the past week i've done absolutely nothing except eat, sleep, video games, go out with friends, and a few posts on CC here and there. I'm getting back into mapmaking, though. It'll probably be a bit faster from now on.
Re: Oasis ---- Updated May 16th (V7.0 page 1 and 31) [I]
Posted: Tue Jun 03, 2008 12:41 pm
by wcaclimbing
mibi wrote:
This map is supposed to have this desert that is perilous to cross and where an oasis is a lifesaver, yet if you factor in the scale of the buildings, the desert is less than a mile wide. This creates a subliminal dischord and disconnect from the very idea of a desert. My suggestion is this, make the legen background sky blue, then add a layer of sand to the bottom to separate it from the map, then add palm trees on either side of the word oasis. This would be a side view of a desert scene and should be sufficient enough to evoke a desert, rather than a sand box.
- Click image to enlarge.

I made it completely by hand.
At first I made the Forest background, which I really like right now, but from the suggestions I've seen you guys want more of a desert/sand theme for the background. I might use it if I ever make a second map, unless you want that to be the background for Oasis.
So Then I just changed the colors and got the desert background. The font colors need to be adjusted a bit to be more visible, though.
Now, the legend isn't completely sky blue, but it is a side view of a desert. If anyone could post a link to some free stock images of a palm tree or two that I could use, I would really appreciate it. Because I have realized that I completely suck at drawing them...
Do you like it? anything I could do better? Should I add some palm trees?
I'll be working more on this map, so updates will be coming a bit more often.
Re: Oasis ---- Small Update June 3rd (graphics on page 34) [I]
Posted: Tue Jun 03, 2008 1:27 pm
by bryguy
I LOVE the desert one! now add palm trees!~
Re: Oasis ---- OMG! Small Update June 3rd (on page 34) [I]
Posted: Tue Jun 03, 2008 2:50 pm
by yeti_c
Desert one for this map...
Forest one for your next map?
C.
Re: Oasis ---- OMG! Small Update June 3rd (on page 34) [I]
Posted: Tue Jun 03, 2008 5:00 pm
by wcaclimbing
yeti_c wrote:Desert one for this map...
Forest one for your next map?
C.
Thats what I was thinking. Either forest or jungle. If you have any ideas, go post them in my ideas thread in AADOMM.