(May 15th, 2013, 17:04)Krill Wrote: OK, final map check is with Commodore, rego and novice, once they have given the A-OK then it can get given to sunrise to host.
Any complaints about the map can be quartered and given to all of us.
I'll just have to complain four times as much as I was planning to complain!
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.
OK, unfortunately I can't OK the map tonight, and I need to go to bed. So long as one of Commodore or rego doesn't find any problems (outside difficulty setting and Vassals which have been fixed) I'll send the map to sunrise to try and host tomorrow.
(May 15th, 2013, 18:53)Krill Wrote: OK, unfortunately I can't OK the map tonight, and I need to go to bed. So long as one of Commodore or rego doesn't find any problems (outside difficulty setting and Vassals which have been fixed) I'll send the map to sunrise to try and host tomorrow.
That's quite alright.
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.
(May 15th, 2013, 18:53)Krill Wrote: OK, unfortunately I can't OK the map tonight, and I need to go to bed. So long as one of Commodore or rego doesn't find any problems (outside difficulty setting and Vassals which have been fixed) I'll send the map to sunrise to try and host tomorrow.
I was super in a rush with this one, so apologies if something is wrong. List it here and I'll try to get it fixed before I go to Virginia for the weekend.
Also, general question: is the server noticeably slower having gone from 3 games to 6?