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Small But Deadly: PBEM 44 Map and Lurker Thread [Spoilers!]

Although a lot of your rivers are flowing in the wrong direction. lol
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(December 12th, 2012, 02:09)NobleHelium Wrote: Although a lot of your rivers are flowing in the wrong direction. lol

You mean that there are a bunch of rivers entering each lake and none exiting? Not much room fora he stability on a map this size. I imagine each lake to be really really deep and spreading out underground, with an underground river or two leading back to the sea.
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.
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I think he means that this river
[Image: Rivers.png]
springs from the lake and has it's delta up in the hills.

Other than that it's a nice map!
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Oopsie. I didn't notice that frown. Silly game engine, should know what I mean even when I enter the wrong commands...
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.
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(November 17th, 2012, 11:41)Merovech Wrote: Yeah. The islands are nice, but they're not amazing unless he can completely out-wonder everyone, and I don't think that will happen.

This is exactly what I was worried about, and what ended up changing the game. I would have loved to throw some hammers/units at Com while he was building every wonder in sight, but it was not to be.
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(December 11th, 2012, 01:18)Merovech Wrote: I thought Slow was doing excellently until he got attacked on all three sides at once (actually, he dropped out of first in my estimation when he was unable to defend his port or island cities).

I had the units to defend them (just). I just used them all wrong, so very very wrong.
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(February 15th, 2013, 14:00)slowcheetah Wrote:
(December 11th, 2012, 01:18)Merovech Wrote: I thought Slow was doing excellently until he got attacked on all three sides at once (actually, he dropped out of first in my estimation when he was unable to defend his port or island cities).

I had the units to defend them (just). I just used them all wrong, so very very wrong.

alright
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