It appears that you some moral support for your map idea.
That said, there will be no way of making any special game-play to weaken territories touching water and not be able to invade them.
However, there would be a way of making certain territories reachable by the 2 airports and the sea port, in the same way that we do this on other maps, for example, the Sheriff Posts on the Texas Map, we simply connect the ports to each other and to the territories connected to the sea, by also giving them a port symbol that will be intuitive in a map Key.
To make anything "One-Way" makes the intuitiveness of a map complicated and hard to follow, without more instructions needed in the key.
What we try to avoid at D12 is, too much reading required to understand and play the map.
The same program is used on all maps and won't be modified for a specific map.
I applaud anyone who puts a lot of thought and interest into creating a map or game-play that is unique and hope that it gets some more interest from our map enthusiasts, seasoned players and forum critics.
Please be aware, that the process of making a map suitable for play at D12, is a long process and a map can change dramatically as it is brought up to the standards required.
First read the
DXII Guide to Map Making and you will have a fair idea of what is expected, should the map be given permission to proceed.
It appears that you some moral support for your map idea.
That said, there will be no way of making any special game-play to weaken territories touching water and not be able to invade them.
However, there would be a way of making certain territories reachable by the 2 airports and the sea port, in the same way that we do this on other maps, for example, the Sheriff Posts on the Texas Map, we simply connect the ports to each other and to the territories connected to the sea, by also giving them a port symbol that will be intuitive in a map Key.
To make anything "One-Way" makes the intuitiveness of a map complicated and hard to follow, without more instructions needed in the key.
What we try to avoid at D12 is, too much reading required to understand and play the map.
The same program is used on all maps and won't be modified for a specific map.
I applaud anyone who puts a lot of thought and interest into creating a map or game-play that is unique and hope that it gets some more interest from our map enthusiasts, seasoned players and forum critics.
Please be aware, that the process of making a map suitable for play at D12, is a long process and a map can change dramatically as it is brought up to the standards required.
First read the [url=https://dominating12.com/forums/3/map-creation/589/dxii-guide-to-map-making]DXII Guide to Map Making[/url] and you will have a fair idea of what is expected, should the map be given permission to proceed.
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.