Falklands V1.1

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Rih0
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Falklands V1.1

Post by Rih0 »

I had nothing to do, so decided to mapmake. We had sometime ago an Argentina map, with this, so I decided to focus on a small piece of it:

29 territories([14 for each side and Falkland Sound] or [3 bays, 10 islands, 1 central pass and 15 normal territories])
This map doesn't use the common bonus (+1 for every 3 territories)
I prefer to work on the small version first. I'll Increase it later.

V1.2: fixed legend
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[spoiler]V1.1 falklands sound autodeploy added.
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V1.0 (small) 888 digits just to prove they'll fit
Image[/spoiler]
Last edited by Rih0 on Tue Jun 08, 2010 4:26 pm, edited 3 times in total.
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b00kw0rm
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Re: Falklands V1.0

Post by b00kw0rm »

Is there room for 8 players on there?
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Rih0
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Re: Falklands V1.0

Post by Rih0 »

Of course: 3 territories for each + neutral at falkland sound
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Re: Falklands V1.0

Post by army of nobunaga »

friggin drool... a new island type for a map.. good choice man... gl
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Re: Falklands V1.0

Post by jefjef »

You could expand it into the Falklands Island war.

Here's a good link for info.

http://militaryhistory.about.com/od/battleswars1900s/p/falklands.htm
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natty dread
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Re: Falklands V1.0

Post by natty dread »

Nice, although a bit small.
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Re: Falklands V1.0

Post by Industrial Helix »

Graphically, it's wonderful. I have not one crit. I love the colors and the font is nice, real nice job working this out.

Gameplay is interesting and I'm not sure how its gonna work out. As Jefjef said, putting a Falklands War twist on the map would be really cool.
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Re: Falklands V1.0

Post by carlpgoodrich »

I think this is a great start. Gameplay wise, though, I think you are going to run into some problems. Since its so small and its essentially cut in half, anyone who drops entirely on one continent has a huge advantage over someone whose territs are split. Also, first round eliminations in 8 player games would be a problem. I like small maps, but since its split you're going to need at least 8 more territs, IMHO.

Also, with such a big killer neutral, every game will end up with two players owning a side of the island and then stockpiling until both players have enough troops that the advantage of attacking vs defending outweigh having to go through 20 neutral (i.e. a couple hundred troops at least). I suggest having an auto-deploy on faulkland sound instead of a killer neutral.
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Re: Falklands V1.0

Post by Evil DIMwit »

carlpgoodrich wrote:Also, with such a big killer neutral, every game will end up with two players owning a side of the island and then stockpiling until both players have enough troops that the advantage of attacking vs defending outweigh having to go through 20 neutral (i.e. a couple hundred troops at least). I suggest having an auto-deploy on faulkland sound instead of a killer neutral.

I think a small killer neutrall is appropriate -- perhaps 2-3 -- but you should also make it so that more than one territory of each island borders Falkland Sound.

In general, the map is too chokepointy. The eastern half is essentially one line from Point San Carlos to George Isle, and the western half is little better. This leaves players with very little choice as far as where to go.

I like the idea, though. It's neat, it's pretty, and it has potential.
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Rih0
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Re: Falklands V1.0

Post by Rih0 »

Thanks guys, I liked the Idea of autodeploy. I was doing some researh and I found some more names to include. The biggest problem is to make both sides with same territorial count, because right side has much more territorial options than left. I'll be posting an update soon.
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Re: Falklands V1.0

Post by Industrial Helix »

Well the sides shouldnt exactly be even as the territory count is reflective of population, resources, ect. of each island. The east island probably has less because there is less... presuming you copied it from another map.
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Re: Falklands V1.0

Post by AndyDufresne »

I like the initial stage of this map and idea...I look forward to seeing it developed a little more.


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Re: Falklands V1.0

Post by army of nobunaga »

Rih0 wrote:Thanks guys, I liked the Idea of autodeploy. I was doing some researh and I found some more names to include. The biggest problem is to make both sides with same territorial count, because right side has much more territorial options than left. I'll be posting an update soon.



dont know if that would be such an issue without the bottleneck.

My advise is to keep it small and tidy. But really i like small and tidy maps.

These guys all have great points too.
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Re: Falklands V1.1

Post by Rih0 »

Ok, what about now? See 1st post and you'll find there V1.1
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Re: Falklands V1.0

Post by jefjef »

A few more terts would be preferable.

Have you looked at possible incorporating the war in to it?
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Re: Falklands V1.0

Post by ghirrindin »

Agreed, your map is easy on the eyes, and I would like it pursued. But, I didn't think "dense forests" cover a majority of the archipelago's landmass. There are very few -- if any -- trees in pictures I've seen of the place. The landscape's comprised mostly of sheep pastures, barren plains, and mountains, right?
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Rih0
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Re: Falklands V1.0

Post by Rih0 »

Well, that on the map would be mostly mountains, but I dont have any I idea of how to do such a big mountain.
Its just simbolical, it just says that there is impassable.

I'll be looking for more territs but I dont know if it will be possible.

Is the Falk sound ok?
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Re: Falklands V[1.2] (Page 2)

Post by Rih0 »

Hey guys. I'm adding now the improved legend. What are your opinions? May I design Brief this? Anything else I can add to the map?
V1.2:
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Re: Falklands V1.1

Post by natty dread »

well.. IMO the legend looks a bit messy. The italic font, coupled with all the bonus text written all together, I don't know...

Also if you have a bonus for isles/islands, you should somehow distinguish them in the map from the rest of the territories...
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Re: Falklands V1.1

Post by Industrial Helix »

Design brief it...

Though I have a quick question. I see a lot of neutral numbers, are those presumably going to be open deployment?
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Re: Falklands V1.1

Post by jefjef »

Well the bonus structure is easily understood. Requires no bonus color variations.

You could just list it all as territories. Don't really need to list Isles cuz they are also territories.

I would say Falkland Sound is a bit large at 10.
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Re: Falklands V1.1 (see last Rih0 post)

Post by Rih0 »

I made falklands sound big to make it fell "important".

I already have 2 maps on the gameplay workshop. Can I design Brief this one too?
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Re: Falklands V1.1

Post by FlyingSquirrel »

Am I the only one not understanding where the dense forests are and what is impassable?
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Re: Falklands V1.1

Post by The Bison King »

Well, that on the map would be mostly mountains, but I dont have any I idea of how to do such a big mountain.
Its just simbolical, it just says that there is impassable.


I know how to do it! I can describe it but it may not help unless I can provide a visual example. Basically in those big impassable area's (which are basically the high regions of the mountains that built the island if my understanding of the geography is correct) you would start by making the I slightly grayer green. Then you would simulate a mountain peak by adding a gradient on one side of the impassable. Kinda hard to explain just imagine looking down on a mountain from really high up, and seeing one side of the peak being covered in shadow.
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