Lewwyn Wrote:watchimg this girl mix at the bar. Thers like 9 people here and she s going full throttle. Prety fucking hot. Mix music. Not barrtend. Two turnables and a mirophone. (yes its alyric) good ctach yo.
she was hot. Was pretty cool. Went from depeche into foster and then an lalmost unrecognizable pixies mix ending in a sweet dreams stuff. WePre moving on though its expensive here, tai gua la!
Love line: I`m your dr drew ask me anything
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
she was hot. Was pretty cool. Went from depeche into foster and then an lalmost unrecognizable pixies mix ending in a sweet dreams stuff. WePre moving on though its expensive here, tai gua la!
Love line: I`m your dr drew ask me anything
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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.
waterbat Wrote:Hmm. Not making me consider taking my vote off you with that post, mero.
Sorry, just very excited to see that he's finally getting traction. I've been calling for him to hang for two days.
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.
Gaspar: Hey, how about Rowain? (Lays out case)
Novice: Yeah, thought that before. (Adds to case)
Meiz: *^^)&%& :D
Catwalk: 47 posts trying to decipher Meiz.
Novice: Quick Meiz translation.
Ichabod: Stuff about everyone.
Rowain: Screw you novice and Gaspar, I'll lol at you from lurker thread.
Novice: ...
Lewwyn: OMG CATWALK LOLZ.
Pindicator: Plus, he said "the village."
Everyone: Vote Catwalk.
Rowain: Novice and Gaspar are stupid. LOL.
Novice: So screw us and we're stupid? That's your defense?
Everyone: MOAR VOTES FOR CATWALK PLZ!
Novice: ...
Yeah, I see this ending well.
I've got some dirt on my shoulder, can you brush it off for me?
Arromir Wrote:I have several sheets of notes I took catching up on the thread, but considering it's almost 4:30 AM here, I'm going to wait until tomorrow before trying to organize them into coherent thoughts, as well as seeing if there are any more developments before then.
Arromir, did you ever share anything from your notes with us?