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Moderator: Cartographers

 Evil DIMwit
				Evil DIMwit
			








 
		Evil DIMwit wrote:I'll give a hint: there's a clue in the names of the six different areas.

 Victor Sullivan
				Victor Sullivan
			

















 
			Victor Sullivan wrote:Evil DIMwit wrote:I'll give a hint: there's a clue in the names of the six different areas.
NSFEAO - do these rearrange to make the 7th map or something?

 Evil DIMwit
				Evil DIMwit
			








 
		

 MrBenn
				MrBenn
			


















 
		MrBenn wrote:Looking at it more closely, I think you'd have to reduce the Oasis bonus a bit so as to not skew the map so much towards that side.

 Teflon Kris
				Teflon Kris
			



























 
		 Re: A little something I doodled a while ago.
 Re: A little something I doodled a while ago.Evil DIMwit wrote:Victor Sullivan wrote:Evil DIMwit wrote:I'll give a hint: there's a clue in the names of the six different areas.
NSFEAO - do these rearrange to make the 7th map or something?
In a manner of speaking, yes.

 Victor Sullivan
				Victor Sullivan
			

















 
			 Re: A little something I doodled a while ago.
 Re: A little something I doodled a while ago.

 natty dread
				natty dread
			












 
		Victor Sullivan wrote:That's all I can think of... So, what exactly are you working on now, ED? I know you mentioned something about maybe adding in some more maps with the larger sizes and all...

 Evil DIMwit
				Evil DIMwit
			








 
		 
 


 natty dread
				natty dread
			












 
		 
   I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything.
  I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything. carlpgoodrich
				carlpgoodrich
			









 
		carlpgoodrich wrote:Wow, major props!
I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything.

 Victor Sullivan
				Victor Sullivan
			

















 
			Victor Sullivan wrote:carlpgoodrich wrote:Wow, major props!
I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything.
Though, to promote movement, I still think the Woodboro stations should be thrown in. With all the territories, you really need it.


 natty dread
				natty dread
			












 
		Victor Sullivan wrote:carlpgoodrich wrote:Wow, major props!
I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything.
Though, to promote movement, I still think the Woodboro stations should be thrown in. With all the territories, you really need it.

 Teflon Kris
				Teflon Kris
			



























 
		natty_dread wrote:Though, to promote movement, I still think the Woodboro stations should be thrown in. With all the territories, you really need it.

 Teflon Kris
				Teflon Kris
			



























 
		natty_dread wrote:Victor Sullivan wrote:carlpgoodrich wrote:Wow, major props!
I really hope the gameplay ends up working because this map has loads of potential. I agree, in light of the classic layout (which I am still in awe of), I wouldn't add anything.
Though, to promote movement, I still think the Woodboro stations should be thrown in. With all the territories, you really need it.
How so? Look at world 2.1. Lots of territories, no "teleports". It works fine anyway.

 Victor Sullivan
				Victor Sullivan
			

















 
			

 natty dread
				natty dread
			












 
		natty_dread wrote:I'm not suggesting this map should follow world 2.1. Who'd even think something like that from what I said.
I'm merely using world 2.1 as an example of a large map that does not have teleporters in every corner that still works fine.

 Victor Sullivan
				Victor Sullivan
			

















 
			MrBenn wrote:Looking at it more closely, I think you'd have to reduce the Oasis bonus a bit so as to not skew the map so much towards that side.


 natty dread
				natty dread
			












 
		natty_dread wrote:And yet there are other solutions to the issue that do not involve littering the map with teleports. Such as this:MrBenn wrote:Looking at it more closely, I think you'd have to reduce the Oasis bonus a bit so as to not skew the map so much towards that side.

 Victor Sullivan
				Victor Sullivan
			

















 
			

 natty dread
				natty dread
			












 
		natty_dread wrote:And like I said... there's no teleports on World 2.1, yet it works fine.

 Teflon Kris
				Teflon Kris
			



























 
		DJ Teflon wrote:natty_dread wrote:And like I said... there's no teleports on World 2.1, yet it works fine.
As I said, there are more routes around the map in 2.1 than this one, which is why movement might not be much of an issue on 2.1 but would on this.

 Victor Sullivan
				Victor Sullivan
			

















 
			Victor Sullivan wrote:ED said himself the connections are Classic-based, not World 2.1 based.
](./images/smilies/eusa_wall.gif) 
  ](./images/smilies/eusa_wall.gif) 
  ](./images/smilies/eusa_wall.gif) 
 

 natty dread
				natty dread
			












 
		

 MrBenn
				MrBenn
			


















 
		
 lolkittens
				lolkittens
			






 
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