A small beautiful map by Hoodlum
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The_Bishop wrote:
Hoodlum
A map used for one of our forum mafia themes, HoodTown. thought i'd play around with it, and added regions and territories..
HoodTown (click to show)

Hoodlum didn't expect this to become a D12 map for real, he made it just for fun, however in opinion it is so beautiful and also nice to play (I've already played one game) that deserved to be beta-released.

It's just a beta-release for now, the map is not fully finished because territory tags are missing and also a legend somewhere that says:
OPEN DOORS ARE PASSABLE... Well, it will be obvious after the first round you play!
«God doesn't play dice with the World» ~ Albert Einstein
The_Bishop wrote:
Game-play is cool and fun, but that small 1-territory bonus in the town centre has too much impact on 2p games in my opinion.
So I decided to change the recommendation from "2-4 players" to "3-5 players".
Anyway people don't follow much those recommendations...
«God doesn't play dice with the World» ~ Albert Einstein
Hoodlum wrote:
hoodtown labels/key (click to show)
some labels keeping with the forum game and storyline. eg the lookout towers, the graveyeard/policestation/jailhouse.
labels might be small.


Hoodlum is online.
Hoodlum wrote:
The_Bishop
Game-play is cool and fun, but that small 1-territory bonus in the town centre has too much impact on 2p games in my opinion.
So I decided to change the recommendation from "2-4 players" to "3-5 players".
Anyway people don't follow much those recommendations...

an option could be a neutral territory.. but fighting over hoodtown seems cool :)
Hoodlum is online.
The_Bishop wrote:
I have seen the progress but I delayed to comment it. With the add of the text the map is even more beautiful.

And

Hoodlum
The_Bishop
Game-play is cool and fun, but that small 1-territory bonus in the town centre has too much impact on 2p games in my opinion.
So I decided to change the recommendation from "2-4 players" to "3-5 players".
Anyway people don't follow much those recommendations...

an option could be a neutral territory.. but fighting over hoodtown seems cool :)

I would propose 1 troop auto-deployed, anyway we have not those options.
Finally I have set it as "2-5 players" like the other maps of the same size (31 territories).
«God doesn't play dice with the World» ~ Albert Einstein
misunderstood wrote:
The_Bishop
Any feedback from the D12 community?
Played it once. Was pretty good; a fair amount of give and take predominantly around the outer edges of the map. In that one game, there was no action at all in the center, as it seems highly unlikely to ever hold.
Hoodlum wrote:
what if there was a map like this where we could use as a labyrinth/maze....
some days the doors are shut, bridges broken, gap in the woods!

connection changes randomly by a sneaky cartographer! haha.

probably could try it with a tournament.

eg: settings, fog mode. cartographer (me/bishop) logs in. updates image and door connections. causes chaos!

one day. lol
Hoodlum is online.
The_Bishop wrote:
Yeah why not,, but we'd have to remember to manually modify the map every day(?),, I'm sure I might disattend that.
Maybe our prog's will implement some red-and-green lights, based on even-and-odd days of the month.
«God doesn't play dice with the World» ~ Albert Einstein
The_Bishop wrote:
A critic about connection clarity, taken from the live lobby chat:

08 Apr, 02:51
misunderstood: Is it expected that West Top can attack Capulet in Hoodtown?! I assumed the cliffs were impassable:(
08 Apr, 07:26
The_Bishop: Yes it is, in fact cliffs are passable, they are just graphic decoration.
08 Apr, 08:20
misunderstood: I suggest adding a description to that effect. It is not at all intuitive as compared to every other map.
...
08 Apr, 08:27
misunderstood: Much of the map is fine, as the regions [=territories] have both a cliff and a pencil line, making it clear that they are attackable neighbors.
But, North Gate, West Side, Gum Tree, and Pumpkin Fields have problem visuals.

Perhaps he is right, me too I had some doubts in the very first game.
«God doesn't play dice with the World» ~ Albert Einstein
Hoodlum wrote:
yes when i first input the map, the cliffs were infact impassables, but when i tested some games with players, they thought the opposite, that they could attack.

as @misunderstood says, we haven't had that (cliffs) as a visual or impassable before, so that was pretty much the same thought i had when i reverted to being passable.


most people wouldnt play the map for the first time in a competitive tournament, so i understand it could be an annoyance.

maybe i can add some ladders/stairs rather than write up a key in effect that says "cliffs are passable" as i can't see right now how to do that without it looking messy.. i hate a lot of text explanation in a map.
Hoodlum is online.
Hoodlum wrote:
cliff edit (click to show)

i was able to come up with something, i uploaded this version. gave the forest a trim, drew lines.
Hoodlum is online.
misunderstood wrote:
FWIW the Africa 1890 map has a cliff (or wall, or something to that effect) that is impassable (upper Mozambique). I found it ambiguous there also, but ultimately proved to be the case. That experience, in large part, is what led me to believe that the cliffs here would be treated the same. Very aesthetically pleasing here, I must say.