Castle Lux
Castle Lux
I've been wondering how to make a map like this for a long time. I just hadn't figured out how.
Props to Mark
This map is one of my favorite maps, i must say it's extremely well made. Did you find it from another risk map or a game? Just wondering. Or did you make it yourself.
Excellent, this is a favorite.
Props to Mark
This map is one of my favorite maps, i must say it's extremely well made. Did you find it from another risk map or a game? Just wondering. Or did you make it yourself.
Excellent, this is a favorite.
lol,
wait so you created the map too? if so may I ask what app, ive been looking for a great simple app for some time now, but not much luck. I got a rpg map maker but overall is looked crappy.
it looks great
heres my thought though, I kind of liked the land one big continent, that way you wouldnt necesarily get giant bonuses. I liked it 3 pieces of land gets 1 army. The new way with the land as seperate continents I just don't like as much. just my thoughts. I think its too much of a bonus for land.
But a great map!
I have to go, adios
-Flex
wait so you created the map too? if so may I ask what app, ive been looking for a great simple app for some time now, but not much luck. I got a rpg map maker but overall is looked crappy.
it looks great
heres my thought though, I kind of liked the land one big continent, that way you wouldnt necesarily get giant bonuses. I liked it 3 pieces of land gets 1 army. The new way with the land as seperate continents I just don't like as much. just my thoughts. I think its too much of a bonus for land.
But a great map!
I have to go, adios
-Flex
I used Adobe Illustrator to get the geometric shapes to line up correctly and provide an outline. I then brought that image into Photoshop to assemble the trees, rivers, and castles in the optimal strategic spots. I then brought all of that into MapSpinner and simply went about the way the tutorial taught me way back when I was a newbie making Japan.
MapSpinner is in a free beta stage right now and it looks and works exactly like HtmlMap maker (which is now defunct) The company that makes MapSpinner bought the code from the now bankrupt htmlMap maker...maker. The problem is MapSpinner has a few annoying bugs, like some times it automatically completes a shape prematurely and does not register when you move a point after it's created. But I only use it to get the polygon coordinates anyway. Most of the work is done in Photoshop and BBedit (to assemble the code).
After playing a few very long games I noticed a lot of players reaching one of the bridges and then stoping and then procede to just build and build and build and build and build and build...you get the idea. So I thought that adding some extra sources of income might help prevent that a little. Also I had recieved some requests to break up the land. But I think I liked it better the original way also. Maybe I'll provide 2 versions, what do you think? The only real way to prevent the continuous build up is to play 4,6,8 cards or higher.
Also Tide had a great idea for the map. Negative values for the bridges, a sort of bridge tax. I was thinking -2 what do you guys think?
mbauer
MapSpinner is in a free beta stage right now and it looks and works exactly like HtmlMap maker (which is now defunct) The company that makes MapSpinner bought the code from the now bankrupt htmlMap maker...maker. The problem is MapSpinner has a few annoying bugs, like some times it automatically completes a shape prematurely and does not register when you move a point after it's created. But I only use it to get the polygon coordinates anyway. Most of the work is done in Photoshop and BBedit (to assemble the code).
After playing a few very long games I noticed a lot of players reaching one of the bridges and then stoping and then procede to just build and build and build and build and build and build...you get the idea. So I thought that adding some extra sources of income might help prevent that a little. Also I had recieved some requests to break up the land. But I think I liked it better the original way also. Maybe I'll provide 2 versions, what do you think? The only real way to prevent the continuous build up is to play 4,6,8 cards or higher.
Also Tide had a great idea for the map. Negative values for the bridges, a sort of bridge tax. I was thinking -2 what do you guys think?
mbauer
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Haha, now I need to make a good map, all mine are rated in the 3s, no one seemed to like the head aching (hehe) map 3d cube, but whatev.
Since a few people like Hawaii, I'm thinking of making the Galapagos Islands.
But mark, I must say it's way better with the country side as one continent, played the other one today and it seemed too somethingish. Not exactly sure...
But I am impressed, I like the looks of the trees, rivers, etc.. It just looked really clean, thought it was a premade map of some sort. Rock on!
I use illustrator and shit, but havnt really used it to make great maps, i used it to design 3d cube, but the theme's of my maps arent that great.
Preach, I like your emoticon, haha.
Since a few people like Hawaii, I'm thinking of making the Galapagos Islands.
But mark, I must say it's way better with the country side as one continent, played the other one today and it seemed too somethingish. Not exactly sure...
But I am impressed, I like the looks of the trees, rivers, etc.. It just looked really clean, thought it was a premade map of some sort. Rock on!
I use illustrator and shit, but havnt really used it to make great maps, i used it to design 3d cube, but the theme's of my maps arent that great.
Preach, I like your emoticon, haha.
Oh and for the bridges, they didn't bother me that much, but making them worth no value or -1 or -2 I think would be fair. It would be unfair to start with a bridge if it was -5.
On random pic you might get one two, three bridges and only get 3 income, this could screw you over the entire game.
Just my thoughts :^)
On random pic you might get one two, three bridges and only get 3 income, this could screw you over the entire game.
Just my thoughts :^)
Countryside
Great map!
Some of the bots get pretty stupid on Castle Original. They'd be better fill-ins for hmans if they could handle the map better. I think maybe because the countryside is worth so much, they end up trying to take over that continent. Especially Quo.
Could you make the countryside worth 0? That should fix the bot dumb-ness. I can't imagine anyone would ever actually take the whole countryside withouy already having an overwhelming strength, so it shouldn't interfere with human gameplay.
***
Oh, and I like the idea of a bridge tax, too. -1 or -2.
Some of the bots get pretty stupid on Castle Original. They'd be better fill-ins for hmans if they could handle the map better. I think maybe because the countryside is worth so much, they end up trying to take over that continent. Especially Quo.
Could you make the countryside worth 0? That should fix the bot dumb-ness. I can't imagine anyone would ever actually take the whole countryside withouy already having an overwhelming strength, so it shouldn't interfere with human gameplay.
***
Oh, and I like the idea of a bridge tax, too. -1 or -2.
report
The 0 countryside, and -2 bridge were a big improvement. Kudos!
suggestions welcome
Since you ask...mbauer wrote:what do you suggest
A "Countryside 0" with more castles (or cities, forts, etc.). i.e., bigger and more!
And, on the theme of taxes, there is a ton of things that could be done with taxes and hourglass-shape choke points. Also with advantage locations. For example, think if the crown of Nusbaum's Throne map had been -5 or so.
Not very specific, I guess...
BTW, GG
Bigger and more? So many have the opinion that it is too big already. <>mbauer looks angrily at Kef<>
I suppose I could do a version where I make the hexes and castles smaller to provide room for more of each but keep the same board size. Of course adding more choke points and strategic areas and a totally new terrain as well.
What do you think?
mbauer
I suppose I could do a version where I make the hexes and castles smaller to provide room for more of each but keep the same board size. Of course adding more choke points and strategic areas and a totally new terrain as well.
What do you think?
mbauer
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sounds good--I would like to see some castles with varied architecturembauer wrote:Bigger and more? So many have the opinion that it is too big already. <>mbauer looks angrily at Kef<>
I suppose I could do a version where I make the hexes and castles smaller to provide room for more of each but keep the same board size. Of course adding more choke points and strategic areas and a totally new terrain as well.
What do you think?
mbauer
More!
I suppose I could do a version where I make the hexes and castles smaller to provide room for more of each but keep the same board size. Of course adding more choke points and strategic areas and a totally new terrain as well.
Yeah, that.
It would probably be good, too, if the number of castles didn't match up with 6 (usual number of players), to make it harder to get a stable configuration.
The taxes on important control points are great. Maybe just one or two one-way borders, say from highlands to lowlands, with an appropriate tax on the point? Wish I knew how to help.
Point is, great map!
Yeah, that.
It would probably be good, too, if the number of castles didn't match up with 6 (usual number of players), to make it harder to get a stable configuration.
The taxes on important control points are great. Maybe just one or two one-way borders, say from highlands to lowlands, with an appropriate tax on the point? Wish I knew how to help.
Point is, great map!
well who said anything about a "bazillion" ...but good point Dustin.
I was thinking the castles would be the same size (but varied Architecture just so Voni will shaddup about it...jeez ) and the "countryside" spaces would be about half the size they are now, which would make them about the size, maybe a little bigger than the spaces in Preach's Hex maps. But then, so there isn't too many spaces, I would add more "terrain," i.e. forests, mountains, lakes, etc. which would thereby create more choke points. In addition I would include towns and villages that could be captured and provide small income.
I like the fact that there are exactly 6 castles because it is the same number of players. Ideally, each player should get 1 castle and then fight it out in the countryside. Maybe adding towns and villages worth income will curb the "too balanced" problem.
I really like the idea of one way passages and that is what I am incorporating into my US Civil War map, maybe I'll try and think of how I can incorporate it on this map as well.
thanks,
mbauer
I was thinking the castles would be the same size (but varied Architecture just so Voni will shaddup about it...jeez ) and the "countryside" spaces would be about half the size they are now, which would make them about the size, maybe a little bigger than the spaces in Preach's Hex maps. But then, so there isn't too many spaces, I would add more "terrain," i.e. forests, mountains, lakes, etc. which would thereby create more choke points. In addition I would include towns and villages that could be captured and provide small income.
I like the fact that there are exactly 6 castles because it is the same number of players. Ideally, each player should get 1 castle and then fight it out in the countryside. Maybe adding towns and villages worth income will curb the "too balanced" problem.
I really like the idea of one way passages and that is what I am incorporating into my US Civil War map, maybe I'll try and think of how I can incorporate it on this map as well.
thanks,
mbauer
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