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- Posted: 10 years ago
- Modified: 10 years ago
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Post #1
Hi map peeps!
I have been toying with a completely (computer based) hand drawn paper effect map.
Give me your thoughts and suggestions so far?
My reasons for the map design:
I have had quite a lot of thought about game play and I think it may suit any game type from 3 player to 6 player.
Multiples of 3 players will work best on this map due to its triad uniformity.
Particular attention has been given to make it mostly a 3 player Capitals map and it could have similar off-Cap defenses to Caribbean, but with more bonuses behind the main troops, but also much more difficult to control and allowing less chance of lucky drops. It should also allow for more strategy to control regions and to block control.
It offers the same steps and territory border patterns for each region and to each region.
Ancient maps often had not-to-scale drawings to denote terrain features, structures, forests and many other features at a suggested 3D viewing angle on a flat 2D map, which is what I have tried to achieve here. I have of course omitted ancient drawing techniques of shore lines etc and used strong boundary lines for the purpose of the game.
There are still some background images to make for some territories and these images act as the land texture.
I have been toying with a completely (computer based) hand drawn paper effect map.
Give me your thoughts and suggestions so far?
My reasons for the map design:
I have had quite a lot of thought about game play and I think it may suit any game type from 3 player to 6 player.
Multiples of 3 players will work best on this map due to its triad uniformity.
Particular attention has been given to make it mostly a 3 player Capitals map and it could have similar off-Cap defenses to Caribbean, but with more bonuses behind the main troops, but also much more difficult to control and allowing less chance of lucky drops. It should also allow for more strategy to control regions and to block control.
It offers the same steps and territory border patterns for each region and to each region.
Ancient maps often had not-to-scale drawings to denote terrain features, structures, forests and many other features at a suggested 3D viewing angle on a flat 2D map, which is what I have tried to achieve here. I have of course omitted ancient drawing techniques of shore lines etc and used strong boundary lines for the purpose of the game.
Brethren Coast 1 (click to show)
There are still some background images to make for some territories and these images act as the land texture.
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.