NEW!
I made a simple WoE example map show some features we could have. You can find it here:
http://elementscommunity.org/forum/map/Idea is to divide the map into 4 sections. Click on the top-left corner of that map to zoom in. Once there, you can click any of the 3 "hot spots" to see additional information.
This example is very basic and final version will be different. This is just to give people some ideas about what the map could look like.
Maps below are just concepts.
I think the best way to start building the map is to first decide all the different parts the map will have.
How many capital cities?
How many castles?
How many smaller cities?
How
Map will have
hexagons with 6 sides that enable the player to move in all directions. We should determine how many hexagons there are per element, and how many neutral hexagons there are. Then we just count everything together and we get the size of the map.
Next step will be to place the hexagons so that map makes sense. We might have to use the good old "good" vs. "evil" for this.
Post ideas here.
EDIT:Here are some more details about the map.
1. Map will be non-symmetrical. We are going to use a MMORPG model with a non-symmetrical map. We are not going to use a "strategy board game" model with a symmectrical map, like for example in chess.
Those who think a symmetrical map would be more "fair", understand this: because players are allowed to pick any element, and player amount is not limited,
different elements will have different amounts of players. This alone guarantees that the event will not be "fair". It's the same thing with MMO's that have different races or factions - some sides will always be stronger.
To balance out this we will use different techniques like Global Events, "living" map, perks to players who join a less popular side, etc. Having a symmetrical map is no solution for this.
2. Map will have hexagons. Hexagons are the most logical choice because they allow movement to 6 different directions. There is a reason why 99% of war board games use hexagons.
Those two thing above are final. It is very unlikely that they will change because they are both proven techniques that will work, 100% guaranteed. Suggesting something that contradicts those two is pretty much pointless so I suggest not wasting time for that.
I think there is a demand for a more "strategy board game" type of event with a symmetrical map and fixed player sizes, but that's not what this particular event is about something else. We will most likely have an event like that in the future (Kael Hate is working on something like that already).