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Kartofile Lux Addict

Joined: 17 Jun 2006 Posts: 255
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Posted: Wed Feb 07, 2007 8:32 pm Post subject: New Map: China Sea Pirates (MFG) |
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CHINA SEA PIRATES!!!
Map description:This map is for demonstrating the new army graphics available in Lux 5.6. Just perform the upgrade and turn on your army graphics. Then start the game and watch your armies move from land to sea... Wow!
Story: Rival bands of 14th century Wokou pirates are fighting for control over a group of uninhabited islands in the East China Sea, to use as a secret base where they can hide out, stash their loot, sing pirate songs and drink lots of booze.
If the geography is hard to understand, try the starting scenario or click the Bonuses button, which makes it easier to see. There are six bases on three main islands; armies can move between land and sea at any of the 10 beaches. Good luck! MFG mateys, please take a moment to play a game and post some comments here.
(Comments from others are definitely welcome as well!)
The map has already been OK'd by the Map LAB so it should be up soon. Thanks!  |
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octobclrnts Lux Addict

Joined: 07 Mar 2006 Posts: 409 Location: Pittsburgh, PA - where Lux winners are born
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Posted: Thu Feb 08, 2007 10:34 pm Post subject: |
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Ok, sorry it took me so long to get around to playing the map and writing the review, but here it goes....
The graphics are pretty sweet. I especially love the beaches, I think it is a nice touch
The pathing is a little hard to follow everything, but I'm just not used to playing hex maps, so that's just me. But I didn't even see the dotted arrow in the upper left for the first few rounds (and I owned that). Maybe you could make it stand out more?
I think this would make an excellent map for 6 humans to play, however it seems like it would last a long time. Still, I would like to see it as a MOTW.
Overall: 8.5/10 - great map!
(Again, especially impressed with the graphics!) |
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my wife hates me Lux Ancient

Joined: 22 Sep 2006 Posts: 2323 Location: The Dog House (or sofa)
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Posted: Fri Feb 09, 2007 1:41 am Post subject: |
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Graphics are good, not great but i do like the detail. The walled compounds and the beaches are definately cool.
I'm gonna divide my game play comments in 2...
1. the islands are awesome. The North East island is obviously the one to grab if possible and the bots were very tough to fend off the few times I was able to secure it. The "North Sand Bar" and the cross over north of "Long Dau" are great "blitzing" points.
2. I don't know if I like the ocean layout though. On one side, it was hard to create borders / choke points and with all the dots, the screen became very busy (espcially with the army graphics which are very cool by the way). But at the same time, the oceans being so open is very realistic and without a bonus for them, you've presented an awesome "lost at sea" feel. I found myself fighting to stay grounded while in the back of my mind I knew I had to keep water ways open for attacks on other islands.
Maybe my dislike of the 2nd item comes with the fact that this is probably the toughest map I've played since pod wars. And for that I give you complete and utmost props.
7/10 (perfect 10 for toughness) |
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Kartofile Lux Addict

Joined: 17 Jun 2006 Posts: 255
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Posted: Fri Feb 09, 2007 3:02 am Post subject: |
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Thanks for the comments! Maybe MFG is working...
| octobclrnts wrote: | Ok, sorry it took me so long to get around to playing the map and writing the review, but here it goes....
The graphics are pretty sweet. I especially love the beaches, I think it is a nice touch
The pathing is a little hard to follow everything, but I'm just not used to playing hex maps, so that's just me. But I didn't even see the dotted arrow in the upper left for the first few rounds (and I owned that). Maybe you could make it stand out more?
I think this would make an excellent map for 6 humans to play, however it seems like it would last a long time. Still, I would like to see it as a MOTW.
Overall: 8.5/10 - great map!
(Again, especially impressed with the graphics!) |
Thanks for the feedback! Actually I'm unsure how the map would fare online because I didn't leave any room for a chat box at the bottom. When I started the map it was just an experiment to see how the boat graphics would work... and by the time I thought, "hey, other people might like this map, maybe I should upload it," there was no way I could cut off the bottom for a chat box. So it might not be so hot for online play.
Looking back at the map, I can see what you mean about the pathways being hard to follow. Often, when I start a map, I'm not thinking that I'll upload it; I'm just making it for myself to play. So that's why I sometimes don't bother to be very clear... So I'll try to do better in future. As for the arrow you mentioned in the upper left, I've noticed that it's especially hard to see if the player occupying either side is using a dark color. I'll definitely make it more visible if I update the map. Until then, think of it as a secret trail that's hard to find!
| my wife hates me wrote: | Graphics are good, not great but i do like the detail. The walled compounds and the beaches are definately cool.
I'm gonna divide my game play comments in 2...
1. the islands are awesome. The North East island is obviously the one to grab if possible and the bots were very tough to fend off the few times I was able to secure it. The "North Sand Bar" and the cross over north of "Long Dau" are great "blitzing" points.
2. I don't know if I like the ocean layout though. On one side, it was hard to create borders / choke points and with all the dots, the screen became very busy (espcially with the army graphics which are very cool by the way). But at the same time, the oceans being so open is very realistic and without a bonus for them, you've presented an awesome "lost at sea" feel. I found myself fighting to stay grounded while in the back of my mind I knew I had to keep water ways open for attacks on other islands.
Maybe my dislike of the 2nd item comes with the fact that this is probably the toughest map I've played since pod wars. And for that I give you complete and utmost props.
7/10 (perfect 10 for toughness) |
Thanks for the critique! I'm glad you thought it was hard...! I didn't think it was quite so difficult myself, though I've only played with my usual assortment of random bots. Believe it or not, I don't even think about the oceans until the very end... Here's what I do: - I choose an island (usually one of the smaller two, that isn't getting much attention from the bots)
- Secure both camps on the island
- Set up guards at the beaches to defend the island
- Launch an attack on a second island, which I also defend at the beaches.
- At that point, I've got the income from two islands, so capturing the third island isn't too hard.
- So I don't even think about the ocean spaces until the very end, when everyone else is left stranded at sea, with no income, and cut off from the land by my guards at the beaches. So I just go out and sweep the oceans clean. |
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SunTzu Lux Cartographer

Joined: 14 Jan 2006 Posts: 945 Location: Maryland
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Posted: Fri Feb 09, 2007 7:08 am Post subject: |
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Graphics
The overground looks great. I really like how you created beaches!
Map Size
The size of this map is fine.
Map Description
The description is great! You give a decent story background to the map and clearly explain how the map works.
My only suggestion would be to point out the two paths. (see Usability section below for more details)
Names
The names are fantastic! They really help create the right atmosphere.
I don't like the numbers after the various China Sea countries, but that's just an opinion.
Usability
All of the countries are very easy to click, even the sea!
The connection between North Sandbar and Brave Mountain is very unintuitive for two reasons: it's the only connection between the sea and land that doesn't use a beach, and the black arrow path is hard to see. I would recommend making the arrow white, like the other connection near Long Dao Island.
Also, the North Sandbar looks more like scenery than a country. I wouldn't change it for this map, but keep that in mind for future maps.
The first time I played this map I couldn't figure out why I didn't win yet, and kept wondering where in the hell that last bot was hiding!
Starting Scenario
The starting scenarioa is well balanced.
Gameplay
I absolutely love the concept of fighting for the islands, then venturing over the water to other islands.
I think Hu Dao Island should have a bonus of 6 instead of 5 because it has 3 connections to the sea. Ma Dao Island has a bonus of 5, but it only has 2 connections to the sea.
Overall
I think this map is well laid out, and it definitely has potential for network play.
Great map Kartofile!  |
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blackj3sus Lux Messiah

Joined: 05 May 2006 Posts: 2020 Location: sillysoft.net/roman-battles
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Posted: Fri Feb 09, 2007 12:46 pm Post subject: |
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i really hate to say anything about this map because
- it may sound like i'm casting a negative light on it (because u admitedly threw it together to show off the cool new boats ). not that theres anything wrong with that
-and because i've seen your other maps
the layout is confusing... although it does look nice, once you begin to play it distracts from the enjoyment level because your trying to figure out what can attack where?
what i'd change:
-smaller hexes for land areas just to make them more seperate
-keep the sea hexes large but have the color fill the hex more instead of a dot
-more consistency in the direction arrows on the map jpg (all the same color)
-make the beaches the only land areas that can connect to sea (not including specially marked territories or paths)
-make the beaches stand out more somehow |
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my wife hates me Lux Ancient

Joined: 22 Sep 2006 Posts: 2323 Location: The Dog House (or sofa)
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Posted: Fri Feb 09, 2007 1:50 pm Post subject: |
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Sorry to go off topic, but I just felt it important to mention, don't be sorry Black. You are being honest and your suggestions are thoughtfull and have merit. I feel these first couple MFG threads are right on the mark with cunstructive ideas the way they should be presented. If we keep this up, I think all involved will find a lot of usefullness in the threads.
An interesting side effect will also be the fact that you can read these threads when starting a new map and fix problems before a release. Just from the points made in the Pac Lux thread, I can learn that countries close together with little space is a turnoff to most players and I'll try to avoid that in the planning stage.
Good job so far to everyone taking the time to participate. |
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Sylocat Lux Ancient

Joined: 11 Sep 2006 Posts: 1405 Location: Wisconsin
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Posted: Fri Feb 09, 2007 1:55 pm Post subject: |
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Not usually a fan of hex maps, but I do like this one.
The graphics are nice. The mountain and tree pattern is simple and consistent. However, the bumpiness of the graphics sometimes makes it hard to see where you can go on the islands. However, this is true of almost every themed hex map I've played, so I won't hold that against you. I like the new-concrete pattern of the sea, as well.
However, the dots to represent the sea spaces could be a little bigger (a criticism that you recently gave me on a certain recent map of mine... j/k )
The layout of the islands is good enough, but the sea layout is wonderful. It's nice that for once the seas are truly OPEN seas, without the customary lines of dots telling you which sea routes you may take to which beach from where.
The one problem with the layout is that route represented by black dots. Your map description explains it nicely, but it's still a bit disingenuous.
The little sprinkling of the triple-hex "camps" are a nice touch as well, annd having only one entrance to each is a nice touch, allowing opportunities for shafting.
Overall, this is a nice-looking map that opens itself up to several different types of strategy. I'd give it 8/10 easy. |
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Kartofile Lux Addict

Joined: 17 Jun 2006 Posts: 255
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Posted: Sun Feb 11, 2007 3:06 am Post subject: |
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| SunTzu wrote: | Graphics
The overground looks great. I really like how you created beaches!
Map Size
The size of this map is fine.
Map Description
The description is great! You give a decent story background to the map and clearly explain how the map works.
My only suggestion would be to point out the two paths. (see Usability section below for more details)
Names
The names are fantastic! They really help create the right atmosphere.
I don't like the numbers after the various China Sea countries, but that's just an opinion.
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I'm glad someone appreciated the names! They are all from the Chinese zodiac. The six bases are named for six zodiac animals: Shu, Niu, Yang, Hou, Tu and She = Rat, Ox, Sheep, Monkey, Rabbit and Snake, as their country names suggest. Four zodiac animals are represented by islands: Long Dao, Hu Dao, Ma Dao and Ji Dao = Dragon Island, Tiger Island, Horse Island and Rooster Island, reflected in the names of their beaches. Finally, all the country names on the three main islands are traits supposedly associated with people born in those three years. I used the other two zodiac animals and the five "elements" to name the bays. I agree that the numbers aren't great for the China Sea spaces, but my brain got tired.
| SunTzu wrote: | Usability
All of the countries are very easy to click, even the sea!
The connection between North Sandbar and Brave Mountain is very unintuitive for two reasons: it's the only connection between the sea and land that doesn't use a beach, and the black arrow path is hard to see. I would recommend making the arrow white, like the other connection near Long Dao Island.
Also, the North Sandbar looks more like scenery than a country. I wouldn't change it for this map, but keep that in mind for future maps.
The first time I played this map I couldn't figure out why I didn't win yet, and kept wondering where in the hell that last bot was hiding! |
If it helps explain anything, I was thinking of North Sandbar as a beach (I added it after the rest of the map was finished, and used two beach graphics). I agree making the arrow white would definitely help.
| SunTzu wrote: | Starting Scenario
The starting scenarioa is well balanced.
Gameplay
I absolutely love the concept of fighting for the islands, then venturing over the water to other islands.
I think Hu Dao Island should have a bonus of 6 instead of 5 because it has 3 connections to the sea. Ma Dao Island has a bonus of 5, but it only has 2 connections to the sea. |
Oops. When I first decided the bonuses, there was no North Sandbar, so at that point Hu Dao had 2 connections just like Ma Dao. I should fix this.
| SunTzu wrote: | Overall
I think this map is well laid out, and it definitely has potential for network play.
Great map Kartofile!  |
Thanks! Your in-depth reviews are great! I hope we aren't taking up too much of your time!
| blackj3sus wrote: | i really hate to say anything about this map because
- it may sound like i'm casting a negative light on it (because u admitedly threw it together to show off the cool new boats ). not that theres anything wrong with that
-and because i've seen your other maps |
Hey don't worry about it... critical reviews can be the most helpful of all.
BTW, it's not just to show off Dustin's nifty boats, but also to illustrate the concept so that other mapmakers might make use of them! (hint, hint... )
| blackj3sus wrote: | | the layout is confusing... although it does look nice, once you begin to play it distracts from the enjoyment level because your trying to figure out what can attack where? |
I can see how it might be confusing. Sometimes it's hard for me to imagine how other people will view something that I've made, so that's why it's great to get feedback like this. I hope it got a little clearer during the game you played.
| blackj3sus wrote: | what i'd change:
-smaller hexes for land areas just to make them more seperate
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I think this is a really interesting idea and might make the islands more of a challenging fight.
| blackj3sus wrote: | -keep the sea hexes large but have the color fill the hex more instead of a dot
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Actually my first draft of the map was like that, but the ocean was so full of colors that it just didn't look like an ocean.
| blackj3sus wrote: | -more consistency in the direction arrows on the map jpg (all the same color)
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Good point. I should change that dark arrow.
| blackj3sus wrote: | -make the beaches the only land areas that can connect to sea (not including specially marked territories or paths)
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Well, in my head I was counting North Sandbar as a beach. Maybe I will have to make it look more beachy.
| Sylocat wrote: | Not usually a fan of hex maps, but I do like this one.
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I'm not a fan of hex maps either, really. Never thought I'd make one.
| Sylocat wrote: | The graphics are nice. The mountain and tree pattern is simple and consistent. However, the bumpiness of the graphics sometimes makes it hard to see where you can go on the islands. However, this is true of almost every themed hex map I've played, so I won't hold that against you. I like the new-concrete pattern of the sea, as well.
However, the dots to represent the sea spaces could be a little bigger (a criticism that you recently gave me on a certain recent map of mine... j/k ) |
B-b-b-but it's all about clickable area...! Just kidding, good point.
| Sylocat wrote: | | The layout of the islands is good enough, but the sea layout is wonderful. It's nice that for once the seas are truly OPEN seas, without the customary lines of dots telling you which sea routes you may take to which beach from where. |
I'm glad you like the open seas of hexes, but sadly I can't take credit for the idea. You can find them on one of BarStar's "Pirateers" maps.
| Sylocat wrote: | The one problem with the layout is that route represented by black dots. Your map description explains it nicely, but it's still a bit disingenuous.
The little sprinkling of the triple-hex "camps" are a nice touch as well, annd having only one entrance to each is a nice touch, allowing opportunities for shafting.
Overall, this is a nice-looking map that opens itself up to several different types of strategy. I'd give it 8/10 easy. |
I should definitely do something about those unpopular black dots... Thanks so much for all the great comments!
| my wife hates me wrote: | Sorry to go off topic, but I just felt it important to mention, don't be sorry Black. You are being honest and your suggestions are thoughtfull and have merit. I feel these first couple MFG threads are right on the mark with cunstructive ideas the way they should be presented. If we keep this up, I think all involved will find a lot of usefullness in the threads.
An interesting side effect will also be the fact that you can read these threads when starting a new map and fix problems before a release. Just from the points made in the Pac Lux thread, I can learn that countries close together with little space is a turnoff to most players and I'll try to avoid that in the planning stage.
Good job so far to everyone taking the time to participate. |
I agree 100%. Even if I don't find the time to make all the changes suggested here (and I probably won't ) I am definitely learning a lot for future maps, and I hope others are too. Thanks again to everyone! |
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