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[spoilers] Azza Plays With Praets

What I need for this game, is a good theme...
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I thought of a theme, so screenshot.

[Image: 3o2a9hz.jpg]

Welcome to the Minecraft Empire.
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Uhhh I guess that lion won't enter your borders, will it?
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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Those are bears. And no they won't.

But Creepers will wink
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Those are definitely lions, SW corner of the screenshot.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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What the hell is wrong with my eyes, those aren't bears, they are lions!

(Also it's the SE corner tongue. Every single time, someone gets something wrong)
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(January 21st, 2013, 18:27)Nicolae Carpathia Wrote: (Also it's the SE corner tongue. Every single time, someone gets something wrong)

Argh! I naturally mess East and West up all the time, so I normally double check. Must have forgotten this time.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(January 21st, 2013, 14:57)Nicolae Carpathia Wrote: But Creepers will wink

That's a very nice city you have there...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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I just realised how appropriate my traits, Industrious and Creative, are to a Minecraft theme.

Animal Husbandry in. Do we have horses?

[Image: Q7AwMVx.jpg]

Bollocks.
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(January 21st, 2013, 23:21)Merovech Wrote:
(January 21st, 2013, 18:27)Nicolae Carpathia Wrote: (Also it's the SE corner tongue. Every single time, someone gets something wrong)

Argh! I naturally mess East and West up all the time, so I normally double check. Must have forgotten this time.

Here comes my avatar to save the day!
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