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-   -   Map: New Map Divine Right (http://forum.shrapnelgames.com/showthread.php?t=41174)

Aristander November 8th, 2008 04:24 PM

New Map Divine Right
 
2 Attachment(s)
A large map (388 land and 28 sea)with named territories which are nation specific. Each nation has a specific starting territory. Some starting provinces are the same in each era. I have imitated the cave graphics of the Warhammer map. The territories use hex's but I have limited the Sea areas. Please comment on what you like and what you do not like(you can not hurt my feelings).

HoneyBadger November 8th, 2008 04:41 PM

Re: New Map Divine Right
 
I definitely like the coloring of the oceans, and the big southern bay. I appreciate it when maps look like they'd be places that I'd actually enjoy visiting, or going to on vacation--a bit of meta-fantasy, if you will?

lch November 8th, 2008 04:47 PM

Re: New Map Divine Right
 
The map looks nice. I'd connect 1 and 321, and set the defaultmapzoom to something lower.

Zeldor November 8th, 2008 04:51 PM

Re: New Map Divine Right
 
Map looks like a definition of non-MP map. Sailing will be a way to own everyone. Well, being amphibian too. And why so many hexes?

Aristander November 8th, 2008 05:14 PM

Re: New Map Divine Right
 
Thank You for your comments
You guys are fast.

Zeldor,
I have so many hex's because with the land area so narrow, I was afraid of too many bottlenecks. I admit I did not think much about sailing. As for amphibian's the Sea areas are limited to the ancor land sites.
Ich I will connect 1 and 321, I set the default zoom high to help fit in the hex's however, I am open to suggestions as to the prefered level on the default zoom.
Honeybadger Thanks, I like a global style map.

Aezeal November 8th, 2008 05:27 PM

Re: New Map Divine Right
 
I agree it looks like it has to few sea provinces I'd double the sea province and that should also eliminate most of the advantages for sailers etc (which indeed could move armies across the map in about 1/8 of the time or less than land armies could cross it)

Aristander November 8th, 2008 05:42 PM

Re: New Map Divine Right
 
Thanks Aezeal,
Good Idea I will add more Sea provinces.

lch November 8th, 2008 06:18 PM

Re: New Map Divine Right
 
Yeah, I don't think sailing and aquatic nations are much of a problem as they actually have less targets to attack than usual. Sailing might be more useful than before because now you can get really ahead sometimes, and go around a neighbor instead of through his territory.

Gregstrom November 8th, 2008 06:43 PM

Re: New Map Divine Right
 
I have a mixed bag of comments.

The shape of the continent is nice, but if you zoom in close enough that you can see the details of an individual province then the terrain looks blurred and fuzzy.

Hex provinces are okay, but sadly the hex outlines don't follow the terrain quite closely enough. This is especially noticeable around the shoreline. This doesn't affect the way the map will play of course, but cosmetically it lacks polish.

The hex structure of the map means it's really quite open and lacks many choke points. Caelum and Jotunheim are the only nations with a chance at the one really defensible area (which probably means the Jotuns get it).

I have some concern over the seas, too - particularly the coasts. While having limited sea access protects water nations from potential domkill (Atlantis especially), it also greatly limits their strategic flexibility. Sea nations have a hard enough time getting ashore without the land nations knowing exactly where they're going to come from thanks to their limited options.

lch November 8th, 2008 07:11 PM

Re: New Map Divine Right
 
Yeah, I'd say aquatic nations might actually be at a disadvantage embarking on land here, since everybody knows where they can do that and thus heavily defend there.


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