So, last week I was on vacation. To England and Scotland, which was my first time to Europe. Regarding Civilization, I guess the relevant picture is Stonehenge:
But the news for Realms Beyond is here. It turns out that the city where Krill lives was not far off one of our driving routes. So we met up for drinks and dinner. I can indeed report firsthand that Krill is not in fact a humourless automaton. He even graciously picked up the dinner for us American travelers.
So Krill, if you're ever in the New York area, I owe you a pint in return.
(November 7th, 2012, 22:46)NobleHelium Wrote: I have to say that my envisioning of T-hawk was quite a bit different from that picture.
I had this picture in my head: Tall, skinny, blue, and with wings.
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.
(November 8th, 2012, 02:43)nabaxo Wrote: This is what I see saw when I imagined T-Hawk:
Yeah, that's what everybody thinks, but I had the handle before the Street Fighter character existed. It's the penultimate boss in Zelda II, who I always thought was way cool and the final boss Shadow Link was kind of a letdown. Modern references call the blue guy Thunderbird, but my game guide back in the day said Thunderhawk and that stuck. Except on BBSes where that was too long so it became T-hawk.
So is all the fun going to be at my expense, or should we turn this into a "post your picture" thread? We've seen regoarrarr on TV, and I know Sullla from Facebook (he looks like Steve Carell), but feel free to share anything else.