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[no players] Casting Jaundiced Eyes: Lurker and Map Thread

[Image: bigstockphoto_stock_photo_of_a_skeptical...=450&h=300]
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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Okay, so here's the basic concept, it is kind of inspired by the wheel script, but while in the wheel everyone gets their own blob with a thin connector strip, here the players are in the thin(er) areas while they fight over the blobs.
[Image: wheel.JPG]

Don't expect it to have much effect, but there is a new world as well, galley-access allowed.
[Image: wheelNW.JPG]
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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It looks like a pretty fun map. I'd be surprised if at least one person doesn't colonize the new world. Did Gaspar replace thestick? I see he has a start location marked on the map.
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(November 17th, 2013, 21:15)Azarius Wrote: It looks like a pretty fun map. I'd be surprised if at least one person doesn't colonize the new world. Did Gaspar replace thestick? I see he has a start location marked on the map.
Heh, little joke there, Gaspar practically patented Isabella/China...which by the way is by far the best combo here.
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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[Image: NnoGhN1.gif]
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MAP ZIP

And here's the first cut:

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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Looks slightly unbalanced against Sian, at least with regards to the new world.
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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Heh, I don't expect the tool's results to give anything good for the new world. I'm looking to balance the wheel and let Americas be bonus content.
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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(November 17th, 2013, 22:26)Merovech Wrote: I've been souring on Spiritual as a trait lately, though
Why, pray tell?
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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stick has an intercontinental trade-route plant right offshore which the others don't ... don't know if it matters or not.
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