(October 26th, 2012, 23:06)scooter Wrote: Cool. Screenshots in our threads would be awesome btw.
I suppose that's one way to check for 'did I actually give you what you were supposed to get'.
Bear in mind that nothing is guaranteed, I reserve the right to fold, spindle, and mutilate, or even start over from scratch. I'm probably too lazy to actually do so for a 99% random map, but screenies aren't promises.
(October 26th, 2012, 21:17)Bigger Wrote: Also just realized that with the new forum software you can't see the first few sentences of a thread by hovering over it. Sad that I can see everyone's witty opening post :/
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Keep in mind that with randomly rolled leaders paired to starts we need starts that differ a fair bit in strength. Or are traits/civs balanced well enough that strength differences are minor?
I believe we've largely eschewed that notion. On the plus side, you've probably got the most middle-of-the-pack combo around, so comfort yourself with the average start!
If only you and me and dead people know hex, then only deaf people know hex.
(October 27th, 2012, 01:16)Commodore Wrote: I believe we've largely eschewed that notion. On the plus side, you've probably got the most middle-of-the-pack combo around, so comfort yourself with the average start!
middle of the pack my ass! he's well above the pack, along with just a couple of others
Catwalk, I guess we decided to not balance the starts with leader/civ combos. That should be a good thing for you .
Please don't go. The drones need you. They look up to you.
Sorry to all you guys who didn't roll Churchill of Portugal, you know you wanted him. I shall cover the earth in promotions!!!
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon