Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] I lurk, therefore I am-PB15/pbem type thing lurker thread

Okay, good to know.
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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Warrior rush? Seriously?

Darrell
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Yeah...
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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lmao
Please don't go. The drones need you. They look up to you.
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(September 2nd, 2013, 18:20)Commodore Wrote: CRAP on a cracker. Any dedlurkers wanna guess what is terrifying in the above screenshot? Lower right hand corner above the minimap...

(global lurkers welcome to guess too! Just put it in your lurker thread...)

Hmm...someone noticed that there are two growths = two warrior rushers. And Thoth knows where Commodore lives.
EitB 25 - Perpentach
Occasional mapmaker

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Growth only implies warrior rush for Thoth. Scooter started with Fishing.
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Wait, is Thoth Warrior rushing too?
More people have been to Berlin than I have.
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L M A O. I hope they are both successful, that would be fun =)
Please don't go. The drones need you. They look up to you.
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So Thoth is heading for Commodore (likely to fail) and scooter is heading for pindicator (likely to work). The big winners are Krill, Serdoa, and novice. Krill's perfectly workable theory that Scout starts would eliminate the early Warrior wandering into an empty capital is defeated by people's baffling inability to understand an early elimination doesn't help you as much as an early Worker.

Darrell
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Yeah, eliminating an opponent is worth... a small amount of gold. Not even as much as you could get by pillaging improvements over the same timeframe. Seriously the best case is you fall behind all your remaining opponents.
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