Hi there. This map is a result of the Centerscape competition where Widowmakers and I submitted a Pirate themed map. We had thought about continuing with that idea but decided a more Pirate-themed map would be a better idea. It's not totally ready at this point but here's the image and some basic information.
OK here is a full version REALLY ROUGH
-Names are not final -borders are not final -locations and quaintly of :docks, resources, boats are not final.
Discussion should be around numbers and locations of the individual territories and ships ans the bonus discussion.
Pirates Small V01
Start: 1) Players start with 1 command ship 2) palyers start on 2 basic land spaces. 3) Everything else is neutral (2-?) depending on the type and location 4) 8 command ships and 16 regular 5) 1 Treasure 6) anywhere from 2-5 of each shop (making some more valuable)
24 boats 24 rowboats 1 treasure at least 16 basic lands 10-20 shops
Re: Pirates
Posted: Sat May 16, 2009 3:51 pm
by the.killing.44
Looks real cool. Are those your/WM's ships? For copyright reasons I mean …
.44
Re: Pirates
Posted: Sat May 16, 2009 3:54 pm
by edbeard
another thing
there's tons of territories and little room for names so ideas would be helpful.
as far as command ships, one will be called Widowmaker another edbeard (note the lowercase WM plz). suggestions will be taken on the other six. posting that we should us your username is unlikely to be helpful
as far as graphics, WM will have to answer though I'll be in charge of everything in the thread here. if he doesn't post about it, I'll ask.
Re: Pirates
Posted: Sat May 16, 2009 4:06 pm
by karelpietertje
edbeard wrote:as far as command ships, one will be called Widowmaker another edbeard
I won't play this map then. I dislike the neighbours' names in Madness already, but this is even worse.
of course you don't mind about me not playing it, but my suggestion is you just call them those cool piraty shipnames
don't forget to make one of the command ships The Queen Anne's Revenge after Blackbeard's ship
Re: Pirates
Posted: Sat May 16, 2009 8:52 pm
by Merker
I got some conquer-club themed ones;
The Conquerer Deadbeat Spam Cheap Tactics Set-O-Three Red, Blue And Green Mr Multi
Re: Pirates
Posted: Sat May 16, 2009 9:51 pm
by WidowMakers
RjBeals wrote:you sure WM is still making maps?
Yep I guess I am coming out of my semi-4 month-retirement
Re: Pirates
Posted: Sat May 16, 2009 9:52 pm
by WidowMakers
the.killing.44 wrote:Looks real cool. Are those your/WM's ships? For copyright reasons I mean …
.44
Yes. I drew them myself
Re: Pirates
Posted: Sat May 16, 2009 9:54 pm
by WidowMakers
I am going to try and get a better rough draft together with all of the terts placed and spaced out. But until then, if people want to help they can read over the legend and see if there are better ways (less words) to say the same thing.
Re: Pirates
Posted: Sat May 16, 2009 10:46 pm
by barterer2002
glad to see you guys are taking this one up. I really liked the idea in the centerscape competition (although I also wanted a LoR style map so voted against at that point) and am thrilled to see you picking up the mantle.
For the command ships. Since one is going to be the edbeard and another the widowmakers it seems to me that using some prominent CC personalities (preferably some that haven't been used in other maps) would be good. I would nominate the following 6 names as worthy of joining the two of you as "command ships"
Optimus Prime Blitzaholic Gozar Steelhorse Yeti C chipv
In my view these six have contributed significantly to the success of CC and have not been named in other maps (which rules out lack, wicked, andy, cairnswk, dim among others).
Re: Pirates
Posted: Sat May 16, 2009 11:17 pm
by edbeard
one counter-argument could be that the names we've picked out edbeard and widowmaker are either pirate or ship name themed and none of those are. another is that it's one thing to put map maker names as territories but picking others who are "worthy" is another. to me personally that does not appeal at all. I can't speak for WM though.
one thing I might like to do is pick and choose some of the better territory names from the revamp and use those
Re: Pirates
Posted: Sat May 16, 2009 11:25 pm
by InkL0sed
No ninjas?
Re: Pirates
Posted: Sun May 17, 2009 2:19 pm
by barterer2002
edbeard wrote:one counter-argument could be that the names we've picked out edbeard and widowmaker are either pirate or ship name themed and none of those are. another is that it's one thing to put map maker names as territories but picking others who are "worthy" is another. to me personally that does not appeal at all. I can't speak for WM though.
one thing I might like to do is pick and choose some of the better territory names from the revamp and use those
Fair enough, I'm just throwing out suggestions there.
How about some famous historical/fictional pirates then:
Sir Francis Drake Captain Jack Sparrow Long John Silver Blackbeard Dread Pirate Roberts Henry Morgan William Kidd (or Captain Kidd if you prefer) Black Barty Anne Bonny Mary Read Jean Lafitte Zheng Yi Sao Hayreddin Barbarossa
Or some ships Revenge Royal Rover The Pearl Fortune Royal Fortune Good Fortune Adventure Galley Quedagh Merchant Antonio
Re: Pirates
Posted: Mon May 18, 2009 4:56 pm
by AndyDufresne
I love the idea of a Pirate exclusively themed map. Been wanting something like it for quite some time.
I also like the idea of rowboats and ships---because pirates/privateers had quite an arsenal of ships: sloops, frigates, ---some larger than others, faster, stronger, etc.
I like the idea of fictional names, or simply pirate created names. I've got a few interesting names I created for something years ago I'd be happy to dish out.
--Andy
Re: Pirates
Posted: Mon May 18, 2009 5:25 pm
by MrBenn
Yaarg!
Re: Pirates
Posted: Mon May 18, 2009 9:25 pm
by WidowMakers
OK here is a full version REALLY ROUGH
-Names are not final -borders are not final -locations and quaintly of :docks, resources, boats are not final.
Discussion should be around numbers and locations of the individual territories and ships ans the bonus discussion.
Pirates Small V01
Re: Pirates v1 p2
Posted: Mon May 18, 2009 9:50 pm
by edbeard
maybe there should be 8 starting positions for the command ships and 8 starting positions on land. that way people don't start next to each other anywhere. otherwise it seems prudent to try and take out a neighbor on land and just sit on your ship until you have a better chance of taking one since the rowboats are resetting neutrals
speaking of the rowboats should they actually be resetting? I think that makes early ship going too difficult. maybe that's a good thing
Re: Pirates v1 p2
Posted: Tue May 19, 2009 12:17 pm
by LFAW
Theres 2 Jeff Territories lol
Re: Pirates v1 p2
Posted: Tue May 19, 2009 1:29 pm
by Godsav1
Sweet map as well. Love the names that you gave the ships. Those are really cool.
Re: Pirates v1 p2
Posted: Tue May 19, 2009 2:10 pm
by AndyDufresne
The linearity of the oceans and ship attacks--not sure I'm a big fan of this. I think I'd almost like to see a slightly shrunken island, 20-35%, and more sea space for ships and their assaults. This would, however, affect the gameplay objective quite significantly.
--Andy
Re: Pirates v1 p2
Posted: Tue May 19, 2009 11:26 pm
by whitestazn88
i'm so excited, and i just can't hide it, i don't know the rest of the words.. blah blah and i think i like it
anyways, i can't wait to see the next drafts when you put on those awesome graphics.
for gameplay, i'm not very happy with the huge amount of things on every single territ... like every territory has a store or something, and i just don't dig it. if i were making the map, i'd either make the island have more territs so that there is a more spread out number of the stores, or reduce the number of them and then lower the bonuses accordingly.
thats all i got right now
Re: Pirates v1 p2
Posted: Thu May 21, 2009 5:38 pm
by WidowMakers
Sorry I have been so limited in my replies. My family and I are moving and we have tons of stuff to do in the next several weeks. I will try to stay on top of the discussion but I just wanted to let everyone be aware.
As far as GP goes, the map above is basically a conquest style game. Each player starts with a ship and goes for the win. We could switch it all up and make if just a regular game and fill all territories with players at the start. Thoughts?
As far as the Shops go, these are the stereotypical items associated with pirates. Since this map is going to be more funny and comedic rather than serious, having a player need to collect these things seemed to fit.
But the problem is, the more rules, the less room for map. I think the map needs to be maybe more random. It could still look like a skull but there should be smaller islands and pieces that are not connected to the main land. This would help make the ships more important and there should then be more play with them since all the land would not touch.
People have suggested that there be less shops. How many of each should there be? Should they be on 4 islands separated from the island and have the treasure in the middle.
And currently the way the ships and rowboats are intended to work is that a rowboat resets at the beginning of a players turn. The player then attacks (boards) the rowboat and that rowboat can either attack (land) on a dock or attack (board) a neighboring ship. By resetting it always allows a player to fully use the armies on every ship.
That was teh idea behind that.
WM
Re: Pirates v1 p2
Posted: Thu May 21, 2009 8:58 pm
by edbeard
making the center skull island smaller would allow more space for ships to connect and make the attacks less linear which seems like a good idea to me.
I think there should be 8 starting positions on the island which do not connect to each other. having other "one-territory" islands around the map sounds like a good idea too.
just had a good idea (I think). the skull could be split all around the map making an archipelago like situation.
1. this would make starting positions on land easier to "not touch".
2. it might improve the visual of the map in that the entire thing would look like the skull/crossbones instead of the map being centered on that.
3. it would allow shops and ships to be all around the map instead of segregated.
keeping the treasure in the middle is key of course. everyone gets a fair shot.
I'm in two minds about resetting rowboats. it slows the game at the start (good). it could get annoying (bad). adds to strategy (good). it could get annoying (bad).
Re: Pirates v1 p2
Posted: Thu May 21, 2009 9:23 pm
by AndyDufresne
I like your idea, edbeard, of the archipelago. I think it solves the issue of linear gameplay, or at least, is a good step in that direction.