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Lew Adores Mist starting positions

Ehh, I could live without HRE/England, I'd say that they are okay, not great, but with India/Inca gone, I guess not many civs are great.
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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Something else to consider is whether or not that wheat is wet or dry. That could make a difference.

Looking forward to actually being able to log and see what we have to work with.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(March 3rd, 2013, 22:19)Lewwyn Wrote: Something else to consider is whether or not that wheat is wet or dry. That could make a difference.

Looking forward to actually being able to log and see what we have to work with.

I suppose its possible thats a lake next to the wheat and not coast, but I think you should assume dry, as that is much more likely.
Please don't go. The drones need you. They look up to you.
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It may not even be water there come the final draft. I think we were warned everything in the fog could be changed
Suffer Game Sicko
Dodo Tier Player
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(March 4th, 2013, 00:25)pindicator Wrote: It may not even be water there come the final draft. I think we were warned everything in the fog could be changed

fair enough. I also just realized that the tile N, NE of the starting spot is a lake (2 food), so maybe the whole body of water is a big lake which would make the wheat wet. I guess that also fits with the request made of plako for the map (a lakes map).
Please don't go. The drones need you. They look up to you.
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I say we keep white for England and go Byzantine grey for HRE, sound good? Team Invisibility!
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.
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Others might countermand me on the subject of color, but we're definite on positions Plako:
4-1: Darius of HRE
4-2: Joao of England
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.
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Just don't give us zulu yellow. Any color but that
Suffer Game Sicko
Dodo Tier Player
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(March 5th, 2013, 16:03)pindicator Wrote: Just don't give us zulu yellow. Any color but that

+1,000.

Seriously, all I care is that both colors have signs that don't destroy your eyes and will to live simply by looking at them.
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Yeah, death to Zulu yellow.
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