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{THE BARRACKS} 2R1B

Players in The Barracks Round 1:

The Barracks
Jkaen
Ryan
Mattimeo
Lewwyn
Azza
Merovech
Rowain
Cyneheard
Bigger

Room, please elect a leader and choose FOUR PERSONS to transfer from The Barracks to the The Control Room. The player with the most votes for leader will need to either post their choices in thread or PM them to me.

Your deadline to do this is Tuesday, 2100 GMT, 1600 CST.

If you have a rules or role question, PM me, and I'll answer them in the main thread.

Please remember: All players assigned into a room MUST NOT CHEAT and look at the other room's thread. They may only read and post in their assigned room and chambers.

Merovech
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.

I guess I'll start this.

Vote for Rowain

(May 5th, 2013, 16:12)Cyneheard Wrote: I guess I'll start this.

Vote for Rowain

Absolutly agree with this.

vote for Rowain


PS @BRick it is (by my reckoning just 15 min past 2100 GMT.

Goooooooo BLU team!

@Azza - interesting post. You know that you can confirm your color to the room, instead of just saying that you're on Team Blue?

(May 5th, 2013, 16:55)Cyneheard Wrote: @Azza - interesting post. You know that you can confirm your color to the room, instead of just saying that you're on Team Blue?

Offer co-reveal to Azza..

BRick, this would be private between the two of us, correct?
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 5th, 2013, 17:15)Merovech Wrote: Offer co-reveal to Azza..

BRick, this would be private between the two of us, correct?

The contents of the reveal WOULD be private between the two of you, since you would be PMing the reveal results to each other.

(May 5th, 2013, 16:12)Merovech Wrote: Merovech

keep in mind, if this is a vote for leader, you need to state it as such (Vote for Merovech

(May 5th, 2013, 16:12)Merovech Wrote: Merovech

Vote for Merovech
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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