(October 27th, 2012, 21:02)NobleHelium Wrote: Rerolling is not editing.
Sure...because editing is using your time and judgment to change the map closer to what you think it should be, while rerolling is only using your time and judgement and a few random numbers to change the map closer to what you think it should be. Next you'll tell me that selective breeding is different than genetic modification?
Rerolling is telling the map script to run again. Editing is changing the map outside of the script.
Genetic modification is generally held to be directly modifying an organism's genome, which is different from intentionally breeding two dogs, for example, yes. http://en.wikipedia.org/wiki/Genetic_modification
(October 27th, 2012, 19:25)Krill Wrote: To keep everything open and as controversial as possible, I have finished with the map. It has been vetted by Seven and forwarded to novice. And rego has looked at it. Once novice has checked it (on Sunday morning hopefully) the starting screenshots will be posted and the map forwarded to sunrise to host, and you can all publicly villify me without fearing for your starts quality.
I haven't been following this forum but I took a quick look at Krill's map this morning, and I can confirm it looks like a fun map to play.
Thanks for your effort putting the map together guys. Let the villifying begin!
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
(October 28th, 2012, 17:37)Cyneheard Wrote: What's the difficulty level? Some of us would like to start sandboxing.
I believe it's Monarch.
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.