Slight Update:
[bigimg]http://i841.photobucket.com/albums/zz334/MarshalNey/ZomMap8.jpg[/bigimg]
Mostly, you might notice the changed fonts for the factions. Otherwise some more touch-up stuff.
natty_dread wrote:The only thing that bothers me about "more choppers" is that it reminds of the "more russia" territory on doodle... It's kinda done already, it was funny the first time, but any further maps with "more xxx" territories are kinda meh...
That's just my opinion though, if people want more choppers then by all means give them more choppers.
Whoa, Doodle Earth stole my witty name?
Seriously, though, I had no idea. I've only played Doodle once by accident (random map settings) and didn't care for the gameplay- not my style. The theme is hilarious though.
Anyway, if you think that "More Choppers" steals Doodle's thunder, I'll change it.
I like the name debates, though... the names need more work. Some of them are just filler right now.
Industrial Helix wrote:The big gameplay issue that bugs me when looking at the map is that overpass... it puts two starting positions in very close whereas the others are more far apart... unless I'm not catching some higher neutrals for that area or something.
Long ago when I first laid out the map, the Overpass got put in just to mix things up. Then, when Mr. Benn looong ago said the layout looked too similar to Drug War, I kept the Overpass just to keep the map a little more asymmetrical.
Anyway, I see what you're saying gameplay-wise, and I'm not sure if it's a problem or not. The Factions are all "protected" from other players-or other players are protected from the Factions, whichever way you want to look at it- by a neutral 3. The Factions and Items only connect to territories in the same room, and I made sure that those are all marked as neutral 3 on the map.
It might require some adjustment to bonuses or territories considering the relative difficulty those two buildings will have in holding their bonus regions, but for now I'd like to try and keep the Overpass if possible... I may axe it upon further consideration (headache)
00iCon wrote:BTW, will crater connect to supply depot? There's a hole there.
Also, if your'e going with the perspective look, the top right corner of every building would need work.
Errrr, phooey. I figured that it would look like a hole. In the color version of the background, before I grayscaled the streets to make them truly grim-looking, one could make out a burning car with a plume of smoke. Now the smoke cloud looks like a bit of a hole...
Well, anyway, to answer your question about the Crater connecting to Supply Depot... no. Not unless there needs to be a connection for gameplay purposes.
As for the upper right corners, I see what you're thinking but I'm not too concerned about it. I've extended the walls in the latest version (part of the "clean-up") which will hopefully help. The graphics polishing will, I warn everyone in advance, take quite a while as I'm sloooow.

b00kw0rm wrote:The only room I have issues with is the Halls. It's very strange how it wraps around... kinda confusing as to what it connects to. The other rooms are fine.
OK, I might try adding some doors on the next version and see what it looks like. If successful, it would make the indoor connections explicit.
Thanks everyone for the continued feedback and interest, as always excellent observations.
For the next version, I think I'm going to concentrate on cleaning up the Legend and adding in some doors. I'll also be adding in two "safe" street territories on the left side of the map, to make them more accessible via Wheels.