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Poll: How then shall we play?
You do not have permission to vote in this poll.
Repeat the mistakes and glories of the past!
22.41%
13 22.41%
Wallow in bitterness and rage!
15.52%
9 15.52%
Peace out blissfully and love everyone!
15.52%
9 15.52%
Iron Terminator, Win Above All Else!
20.69%
12 20.69%
Die to Barbarians.
25.86%
15 25.86%
Total 58 vote(s) 100%
* You voted for this item. [Show Results]

 
[spoilers]Oh Canada! Victoria has a Commodore, eh?

I know nothing about Stargate. How much of the above flavor post was your own work? It was pretty good.
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.
Reply

(July 19th, 2013, 21:00)Merovech Wrote: I know nothing about Stargate. How much of the above flavor post was your own work? It was pretty good.
The names were from the show, and, um, the art was all Google-sourced but the last. Beyond that, yeah, I'm liking where this flavor is going.

You should learn something of Stargate! Wince through the first season like enduring season one of Star Trek: The Next Generation, then cheerfully watch and enjoy. MacGyver (Richard Dean Anderson!) stars in a fun Sci-Fi show. What not to love?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

thumbsup for your story and map.

The show did develop quite well.
Mero should of course watch the movie (which started it)
Reply

This map sure looks nice.
We getting the GLH or is it banned?
Yeah, I'm not happy about my past behaviour either. shakehead
Reply

It's not banned because it's only 1 free trade route per coastal city in the mod.
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.
Reply

(July 21st, 2013, 09:00)Kurumi Wrote: This map sure looks nice.
We getting the GLH or is it banned?

Love how those are the only two options. I'm definitely checking this thread daily.
Reply

Heh, yeah, it's been nerfed in RBmod, or else I would definitely say its GLH or bust. Although I'd rather make two work boats early and try for this wonder:
[Image: magellan.gif]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

That ain't Santa Maria.
Yeah, I'm not happy about my past behaviour either. shakehead
Reply

It's a bit later...
[Image: circumnavigation.png?w=660]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

Well if you're looking for volunteers to die on Philippines I think you might start searching, 'cause I ain't up for that kind of job.
Yeah, I'm not happy about my past behaviour either. shakehead
Reply



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