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Scaredgirl

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WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394012#msg394012
« on: September 16, 2011, 12:21:24 pm »
Good news and bad news.

Bad news is that because of monumental fail, the original file of WoE map is gone for good. This means we have to redo the map from scratch, which is a especially annoying seeing how many freaking hours I spent on that thing. Bad news is also that WoE that was supposed to start today, will now be postponed until we get a map. Great, huh?

Current WoE map:


Click to open in fullscreen


Good news is that we now get a change to rebuild it to something that is even better. Good news is also that I now don't have to make those difficult decisions of what to do this weekend.

So lets hear those ideas.

Offline Jocko

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394015#msg394015
« Reply #1 on: September 16, 2011, 12:33:03 pm »

Someone is really poking you out there.

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394028#msg394028
« Reply #2 on: September 16, 2011, 01:14:28 pm »
On a sidenote, that old map only had a few of the (map related) fast travel options on it (Volcano, Rocket, Forest, Boat), some others only partially (Stallion (light city), Camel (no trail)), while the tunnels from earth are missing completely.

Was/is this intentional (for example, can team earth decide where they want their tunnel entrances, or light the ending points of the stallion path), or will they be added on this (new) map?
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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394033#msg394033
« Reply #3 on: September 16, 2011, 01:32:00 pm »
...incoming long post. ^^;


Keep all of the cities in their designated areas so as to retain the 4-space rule. As for the elements, here's my opinion on each of them:

AETHER :aether
Kill two birds with one stone; the crystal 'orb' bubble terrain is a bit too weird. A simplified idea is to simply recolor one of the 'pine forest' terrains a turquoise (or aquamarine) huge and plant them around the Aether capital. If that doesn't look right, try to make a light-blueish 'stone hedge' terrain (you know those random pillars that stuck out of the ground? (http://en.wikipedia.org/wiki/Stonehedge)) and surround the capital with that instead. Either or works. Keep the northern forest (65, 79, 95) intact, although you should probably replace them with the 'pine forest' terrain, and leave the 'jungle' (light green) forest to the Life elementals.

AIR  :air
Place another "Impassable Mountain" (or highland mountain, whatever you call them) on hexes 132 (directly north of the capital city) and 162 (replace the normal mountain with it). Other than that, no other area can really get those High mountains.

DARKNESS :darkness
Hex 32 should be a mountain hex, or (even better!) a Pine-Mountain hex. What I mean by that is that if there's a way to make a mountain icon WITH Pine Trees on it at the base (you could just color the lower half green or something), then it'd be a much better terrain, because then you'd have mountain AND forest in the same hex (meaning that Life and Earth elementals could capitalize on that same spot with their skills!). It would also flow better with the old map terrain: The Volcano would be surrounded by mountains, of which the bottom half-or so of those mountains would be forests.

DEATH :death
Keep all of the dead forests (and that weird skeleton thing on hex 23) intact. Perhaps the Dead Forest terrain could have more... dead trees? ^^;

EARTH :earth
Reiterating the Darkness changes, if you could make a Hills hex with trees on it, double the capitalization for the win. :) But only do a few (hexes 71 and 88 are good choices). I guess you could also put a tunnel section to connect with hex 70 on 88 and 118, or remove the 'ore' on hex 87 and put a tunnel there instead. Add a hills hex perhaps on hex 107 for future uses...

ENTROPY :entropy
Mushroom terrain is fine, although you could also try recoloring a 'jungle' forest terrain pink with white dots and replace one or two of the mountain ranges with it (preferably hexes 8 and 9). You could also just replace the mountains there with the mushroom terrain you have currently.

FIRE :fire
Lots of changes on this one. First, add a volcano on hex 175; the volcano would be placed 12 hexes south of volcano 163, AND 11 hexes from hex 25. This gives Fire elementals more variety in which directly they'd like to use their fast travel for (or better; to give access for other elements who splash into the skill an easier way to get near the Fire capital).

Second, replace the pine tree forest on hex 5 (west of the Fire Capital) with a Volcano so that there's a 'triangle' formed between volcanoes 5, 163, and 175. (13 hex equilateral triangle). This should add enough volcanoes, and possibly help out with Phoenix Rider more at the beginning.

Third, remove the mountain on hex 38, and create 'lava streams' between all the nearby volcanoes in that area to the magma pool southwest of the Fire Capital. (I don't know if it's possible, but if you could 'paint' the red lava connecting from the volcanoes to the magma pool just like the 'rivers' from ship hex to ship hex, it'd be perfect) Possibly add a bridge on hex 38 so that if a human were to try to enter the area, he would have to 'cross the lava moat' to get into the city:



Finally, if you're super bored, you could also have a 'eternally burning forest' terrain and light trees on fire and place one of those randomly near the fire area (possibly south of the magma pool?). But that's just random.

GRAVITY :gravity
Remove that 'castle' thing on hex 177, and if you have a 'Frosted Mountain' terrain (i.e. - a mountain with a glacier cap of some sort), put the Frosted Mountain in place of the 'huge dent' crater on hex 210 (north of the ice forest areas). You should probably run/pain a river into the ice forest area if you can. If you don't have a Frost mountain terrain, just ignore what I said about 210 then.

LIFE :life
Keep everything intact, including the 'small creeks' that you painted into the forest from the Water hexes up north. Don't change the positions of anything. :)

LIGHT :light
Same thing as Life, although if you still want to use that 'castle' icon from the Gravity section, you could probably place it somewhere near one of the hexes that's surrounding the Light capital and call it a day. :)

If you're bored, you might also consider coloring some of the grass yellow instead (like a wheat field), but otherwise just ignore that.

TIME :time
Place one more Oasis -north- of the Capital and you're solid. The camels (as limited as they are) and cacti are perfectly fine where they are, although there could be a hex where there's -several- cacti in it (like a cacti field). Probably would be better suited near a Oasis, and cacti wouldn't survive otherwise in groups without a major water source.

WATER :water
Major changes here as well. First, remove whatever those 'grey' things are in Water hexes 192 and 213. They seem a little bit off. Secondly, when drawing the river from the center ship to the eastern ship (hex 92 to 169), have it go south and branch off of the southern water path around the city to flow towards the eastern city, instead of making that weird 'bend' on hex 126 to retain the hex distance:




UNDERWORLD :underworld
Just leave it be. :)


I'll add more comments later. Until then, thanks for listening SG, and hopefully this will help a bit. ^^;

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394035#msg394035
« Reply #4 on: September 16, 2011, 01:34:56 pm »
I wouldn't mind an 'elevation' perk based on mountains. It requires an extra action point to walk on these 'raised' areas...

Of course, skills would bypass this.
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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394052#msg394052
« Reply #5 on: September 16, 2011, 02:22:47 pm »
Aether is positioned so much closer to Time compare to how far Entropy is from Gravity.
Same goes for :darkness/ :light  compared to :death/ :life and :earth/ :air

I don't know if the team positions are up for debate but isn't it an idea to swap death and darkness and entropy and aether around?

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394064#msg394064
« Reply #6 on: September 16, 2011, 02:43:28 pm »
Just a random idea, I realize it's too late now but going to throw it out here, just in case.

Fog of War
This has nothing to do with the similarly named Air skill. This is the mechanic or whatever you call it known from strategy games.

The whole map would start out as black first; maybe with the exception of noteworthy places like the capitals of each element. Elements could also see the terrain of their own area. Everything is invisible. This would obviously need 13 different maps for it to work.
Every player would have a sight of 1 hex: so if I was in the Underworld capital, I could see only the surrounding hexes and all activities on them. If someone moves into hex 141, however, I can't see it unless there's a teammate nearby. This could lead to another item introduced: The telescope. The telescope could increase the range of your sight by another hex. Watchtowers could be built for a fair amount of electrum to continuously keep an area in check (range of 2 hexes?). Capitals could have a range of 2 too.
If there are no players in an area from your team, the team can't see what's happening there. They see the terrain (provided they have explored the area already), but will not be able to see if there's any player on them.




The player icons would be invisible.
Instead of the black background, you could show the whole blank map so that players could see the borders of the map, and show the terrain/others only on hexes that you see.

I hope what I wrote is understandable, although I realize it is too late now for such a big change.

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394108#msg394108
« Reply #7 on: September 16, 2011, 04:33:27 pm »

Someone is really poking you out there.
Oh, so we just need to kill SG... (jk)

Mabye there could be a couple of caves near earth, but other than that everythings been said...




Offline ak65ala

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394113#msg394113
« Reply #8 on: September 16, 2011, 05:05:55 pm »
My first suggestion that will change... a good deal...

Problem: As it stands, the inner 6 elements will have a 'more likely' chance to meet their rival (light-darkenss, etc.).  It takes them 10 spaces to get to their rival's capital, where as the outer ring it takes 16 spaces.

Solution: Flip a few of the outer ring with the inner ring.  Your options are:
air-light, gravity-time, death-fire: gives each rival 13 spaces to opponent's capital.
air-aether, gravity-water, death-darkness: gives each rival 12 spaces to opponent's capital.
options 3-4 are the same, but with bringing in the other 3 outer.

My Thoughts: My favorite would be flopping life-light, fire-entropy, earth-time.  Desert would be behind the mountains of earth, making sense geographically, their could be volcanoes on both sides of earth's montians and fire, give a good movement for them.  Earth would have hills to dig into near air, fire, one or two by light, and theirs.  River + lake can stay close to the same, but having life's forest more next to the main water source.  Light's and time's travel system can be used within their 'pie slice', and made fairly large in that area, but then not extend into the other sections. 

If this is favoriable, I can start throwing ideas around for the terrain with this capital setup. If not, let me know and I will reign in my ideas to the capital's locations right now.  Or some other configuration!

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394120#msg394120
« Reply #9 on: September 16, 2011, 06:11:23 pm »
I updated with first post with capital city positions. They are pretty much fixed at this point because they are not randomly put there, they follow a system where opposing elements are at opposing sides and neighboring cities are at 5 hexes distance.

Thanks for all the ideas and feedback. I'll read all of it tomorrow and rebuild the map. Hopefully many of you are in chat at that point so we can better collaborate.

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394135#msg394135
« Reply #10 on: September 16, 2011, 07:08:14 pm »
Not sure how to explain this, but I'll try. Right now, all the city positions are perfect. The city on that position is not. Three opposing element sets are much MUCH closer together than the other three. I'm not sure if this is a good thing. What if instead you used something closer to the layout below, where opposite elements differ by 6 numbers. (1, 7; 2, 8; etc.)


1:earth7:air
2:death8:life
3:entropy9:gravity
4:aether10:time
5:light11:darkness
6:water12:fire
13:underworld
At this point it would probably be too much of a pain. But it's something to consider for the future I guess!

[edit] Ninja'd by Ak I guess. But at least I have a pretty diagram explaining what I meant! His elemental swaps are probably better though :P [/edit]
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Offline ak65ala

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Re: WoE Map https://elementscommunity.org/forum/index.php?topic=31031.msg394136#msg394136
« Reply #11 on: September 16, 2011, 07:28:02 pm »
[edit] Ninja'd by Ak I guess. But at least I have a pretty diagram explaining what I meant! His elemental swaps are probably better though :P [/edit]
Hehee, but I am glad you see it too.  Gives more of an opportunity for it to change! 

 

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