(March 23rd, 2013, 22:13)BRickAstley Wrote: Welp, lucky Butler didn't even get me one upset, and my #1 pick Gonzaga is out and adds to the shambles of my west bracket... I think I'm the first one that's undeniably out of this
Edit: apparently Sareln is in the sinking boat with me, woohoo company!
How the heck am I still doing so well? Not only did I pick Gonzaga losing, I had them losing to Wichita State--is this where I mention that I did my bracket in about 10 minutes about an hour before the start of the second round? Of course, I'm still missing plenty of picks, but most of my long-term picks are winning, which is most important. Of course, I assume my homerism will stop me eventually, but we'll see what happens
(P.S: Of course, what could be interesting is if Indiana loses and half of us lose our champion )
(March 23rd, 2013, 08:50)Cyneheard Wrote: Xenu: I lost both an E8 pick (UNM) and a Final 4 pick (Georgetown). If yours is soaked in gasoline, my bracket's crispy.
Oh Georgetown. Also had them in my final 4...
And then Gonzaga and Saint Louis went and lost. I've gone from "crispy" to "ashes."
I love how my maximum total is 990 and I'm still not even close to last place here.
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.