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Re: Exodus V1.6, pg.2
Posted: Thu Feb 18, 2010 1:29 am
by grifftron
That's awesome looking man...
Can Mt.Sanai have a cool symbol too? or were you planning on leaving it as just a drop circle?
looks great, get this into the game play forum already!
-griff
Re: Exodus V1.6, pg.2
Posted: Thu Feb 18, 2010 1:33 am
by isaiah40
grifftron wrote:That's awesome looking man...
Can Mt.Sanai have a cool symbol too? or were you planning on leaving it as just a drop circle?
looks great, get this into the game play forum already!
-griff
I'm looking for one. Or I can make a mountain darker with a black top on it!
Re: Exodus V1.6, pg.2
Posted: Thu Feb 18, 2010 4:45 pm
by Rih0
Conect snakes to Mt. Sinai, instead of 10 comandments.
Re: Exodus V1.6, pg.2
Posted: Thu Feb 18, 2010 6:52 pm
by soundman
Rih0 wrote:Conect snakes to Mt. Sinai, instead of 10 comandments.
Why? Doing that would make it easy to hold a +2 bonus.
Re: Exodus V1.6, pg.2
Posted: Thu Feb 18, 2010 6:54 pm
by soundman
I think you need to change the color of the red pyramid. It just seems too bright on this map.
isaiah40 wrote:grifftron wrote:That's awesome looking man...
Can Mt.Sanai have a cool symbol too? or were you planning on leaving it as just a drop circle?
looks great, get this into the game play forum already!
-griff
I'm looking for one. Or I can make a mountain darker with a black top on it!
I agree, Mt. Sanai needs something. Awesome map!

Re: Exodus V1.6, pg.2
Posted: Fri Feb 19, 2010 3:39 pm
by isaiah40
Here is the latest version with some minor changes.
- Added graphic for Mt. Sinai
- Added in Golden Calf
That is it for now.
[bigimg]http://img684.imageshack.us/img684/3131/exodusv17.png[/bigimg]
Re: Exodus V1.6, pg.2
Posted: Fri Feb 19, 2010 3:48 pm
by isaiah40
Rih0 wrote:Conect snakes to Mt. Sinai, instead of 10 comandments.
I need a continuous attack route so it will stay the way it is. Also I need to make it a little tough to hold that bonus.
Re: Exodus V1.7, pg.3
Posted: Fri Feb 19, 2010 4:16 pm
by Rih0
Conect snakes to Mt. Sinai, instead of 10 comandments.
Why? Doing that would make it easy to hold a +2 bonus.
Wht do you mean wih it?
Mt. sinai is strange. It could be something inside the common mountains(bigger), instead of a black"thing" in the side of the map.
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 1:34 am
by soundman
Rih0 wrote:Conect snakes to Mt. Sinai, instead of 10 comandments.
Why? Doing that would make it easy to hold a +2 bonus.
Wht do you mean wih it?
Well now you have to hold 4 territs. But if snakes connected to Mt. Sinai then a person would only have to hold 1 territ to protect a +2 bonus. Quite a bit like Australia on Classic, it's too easy to hold.
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 1:36 am
by soundman
Much better look for the pyramid. But Mt. Sinai looks out of place and disorganized.
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 11:36 am
by Industrial Helix
Graphically... I like it. Though the map could use the frayed edges of before.
The plagues could use little symbols or something, I think. Boils - an arm with boils.
Mt. Siani looks a tad strange... i don't get why its so dark at the top.
I say move it to the gameplay workshop, have you submitted your design brief?
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 12:55 pm
by isaiah40
Industrial Helix wrote:Graphically... I like it. Though the map could use the frayed edges of before.
The plagues could use little symbols or something, I think. Boils - an arm with boils.
Mt. Siani looks a tad strange... i don't get why its so dark at the top.
I say move it to the gameplay workshop, have you submitted your design brief?
Thank you IH! Yes I liked the frayed edges as well. But I had to get rid of them to fit the legend in all in one place. Getting rid of those edges gave me about 30 pixels to work with.
Plagues - Yes I could use symbols to denote them, but how would I denote Murrain? A hoof in a cows mouth

. I think that it would be more cluttered with those extra symbols, so I am reluctant to use them.
Mt. Sinai - It is dark on top because God appeared to Moses in fire which scorched the mountain top. I haven't been able to find a suitable symbol for it so I think it will just be the army circle.
Design Brief - Yes it has been submitted, but I think if you can put your ideas and thoughts on paper really good you get moved into game play sooner. Take the new Japan map for instance. So since English has always been my weakest subject, I guess this map is destined to remain here in the melting pot forever!
soundman wrote:Rih0 wrote:Conect snakes to Mt. Sinai, instead of 10 comandments.
Why? Doing that would make it easy to hold a +2 bonus.
Wht do you mean wih it?
Well now you have to hold 4 territs. But if snakes connected to Mt. Sinai then a person would only have to hold 1 territ to protect a +2 bonus. Quite a bit like Australia on Classic, it's too easy to hold.
Exactly, I did not want an easy bonus to hold. Now you must hold 2 territories to protect the +3 bonus. Although, It could possibly be too high, maybe +2?
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 5:30 pm
by Coleman
I've noticed you said no neutrals but in a 2 player game it is possible a person could have the extreme misfortune of randomly acquiring all the plagues and the snakes. Given that this map rewards for every 4 territories instead of 3 the odds are statistically significant that a person could end up with a negative troop bonus and the website would implode or the fabric of the space time continuum would collapse or something.
I would suggest you look at something like the frostbite mechanic in Age of Realms 3 for those territories. Where they lose 1 army a turn instead of hurting the overall bonus.
Other then that I don't see anything I would consider wrong with the map. Thank you very much for the PM it is a delightful map.
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 5:50 pm
by isaiah40
Coleman wrote:I've noticed you said no neutrals but in a 2 player game it is possible a person could have the extreme misfortune of randomly acquiring all the plagues and the snakes. Given that this map rewards for every 4 territories instead of 3 the odds are statistically significant that a person could end up with a negative troop bonus and the website would implode or the fabric of the space time continuum would collapse or something.
I would suggest you look at something like the frostbite mechanic in Age of Realms 3 for those territories. Where they lose 1 army a turn instead of hurting the overall bonus.
Other then that I don't see anything I would consider wrong with the map. Thank you very much for the PM it is a delightful map.
Thank you! Can you believe I didn't even think about that!

I guess I'll have to start some territories as neutral. Hmmm . I'm now thinking these territories to start neutral:
- Snakes,
- First Born Dead
- Flies
- Murrain
- Boils
- Blood
- 10 Commandments
- Moses
- Red Sea Crossing
- Raamses
- Memphis
- Mt. Sinai
This will give 58 starting territories and thereby preventing anyone from the possibility of a '0' number of starting men.
Re: Exodus V1.7, pg.3
Posted: Sat Feb 20, 2010 8:51 pm
by isaiah40
Some small changes:
- Added the torn edges in again (now it looks more like ancient papyrus paper that was torn)
- Took out that awful Mt. Sinai mountain and just left the circle there
That's it for now!
[bigimg]http://img52.imageshack.us/img52/7684/exodusv18.png[/bigimg]
Re: Exodus V1.8, pg.3
Posted: Sun Feb 21, 2010 9:55 am
by grifftron
coleman has a great points, i think you already said what you need to do tho, add some neutrals for those right...
looking great man, keep up the good work
-griff
Re: Exodus V1.8, pg.3
Posted: Sun Feb 21, 2010 12:21 pm
by Rih0
OK. I got an idea. What if the person loses -3 for having Mt. sinai, golden calf, 10 comandments, ark of the coveenant + snakes
Re: Exodus V1.8, pg.3
Posted: Sun Feb 21, 2010 12:32 pm
by isaiah40
Rih0 wrote:OK. I got an idea. What if the person loses -3 for having Mt. sinai, golden calf, 10 comandments, ark of the coveenant + snakes
If a person only has Mt.Sinai, Golden Calf, 10 Commandments, Ark of the Covenant and Snakes, he would get his normal 3 men plus 3 for holding the Mt.Sinai bonus for a total of 6. He would lose 1 man on snakes though. So if he had 3 men on snakes he would end up with 2.
Re: Exodus V1.8, pg.3
Posted: Mon Feb 22, 2010 12:15 am
by Ray Rider
This is looking better all the time! *thumbs up*
Re: Exodus V1.8, pg.3
Posted: Mon Feb 22, 2010 5:04 am
by DubWarrior
what a great great great idea! I love it, i'm very intrested in how this will evolve.
I tried to read the whole topic, and there are a lot of ideas going around...
I was thinking, wouldn't it be nice that once you've conquered a plangue from the neutral player you could use it on another player's region - so it has the feel of a plague that is with you - not against you? how do you get in the plague-region btw? Also I would love to have more the feel of a 2-side scenario (Egypt vs. Israël - there wasn't realy a battle but his is CC, so you need some battle-feel) so I would work on 2 routes, 2 bases (egypt-bases vs. plagues maybe?) and some egypt and israel bonus.I'm thinking of the europe WW2 map, with the allied and the german forces. something different but a interesting gameplay... Also some larger thematical focus (like the crossing of the red sea is realy small here, while it's a very awesome story

) is needed, i think. I think the right corner might be overpowered, with the ark, the ten commandments etc...all very close to one another... Anyway great choice with lots and lots of possibilties! keep it up
Re: Exodus V1.8, pg.3
Posted: Mon Feb 22, 2010 8:06 am
by Industrial Helix
Whats the story behind the snakes? I'm unfamiliar with it...
Since you have cool little "army spaces" for the Egyptian territories, have you considered making some for the Hebrew route or the other routes? Might make the map have a little more unity in terms of graphics. I'm trying to think of what you might use for either of those but I'm not sure. Perhaps footprints, lol? Its cheesy but its all I can think of.
Also, as I recall, there was a pillar of fire and a pillar of cloud... Plus 1 for holding?
Re: Exodus V1.8, pg.3
Posted: Mon Feb 22, 2010 4:14 pm
by isaiah40
DubWarrior wrote:what a great great great idea! I love it, i'm very intrested in how this will evolve.
I tried to read the whole topic, and there are a lot of ideas going around...
I was thinking, wouldn't it be nice that once you've conquered a plangue from the neutral player you could use it on another player's region - so it has the feel of a plague that is with you - not against you? how do you get in the plague-region btw? Also I would love to have more the feel of a 2-side scenario (Egypt vs. Israël - there wasn't realy a battle but his is CC, so you need some battle-feel) so I would work on 2 routes, 2 bases (egypt-bases vs. plagues maybe?) and some egypt and israel bonus.I'm thinking of the europe WW2 map, with the allied and the german forces. something different but a interesting gameplay... Also some larger thematical focus (like the crossing of the red sea is realy small here, while it's a very awesome story

) is needed, i think. I think the right corner might be overpowered, with the ark, the ten commandments etc...all very close to one another... Anyway great choice with lots and lots of possibilties! keep it up
Thank You! It would be a great idea concerning the plagues. Unfortunately the XML currently doesn't support it.
Concerning the 2-side scenario, it doesn't fit in with what I am going for. I want this map to show Israels flight from Egypt with the things that happened while in Egypt and their wanderings through the desert. the bottom right corner show those three because those are actually at Mt.Sinai. When this map gets quenched I have plans for others in this series.
Industrial Helix wrote:Whats the story behind the snakes? I'm unfamiliar with it...
Since you have cool little "army spaces" for the Egyptian territories, have you considered making some for the Hebrew route or the other routes? Might make the map have a little more unity in terms of graphics. I'm trying to think of what you might use for either of those but I'm not sure. Perhaps footprints, lol? Its cheesy but its all I can think of.
Also, as I recall, there was a pillar of fire and a pillar of cloud... Plus 1 for holding?
The snakes are when Israel complained to Moses and God sent snakes to them, God then told Moses to put a snake on a pole and whoso looked at the pole would be healed. This is where the doctors got there symbol from.
Yea, using other symbols for Israels journey would be consistent with the graphical theme. I'll take a look around and see what I can come up with. I'm working on the Pillar of Fire and Pillar of Cloud.
Re: Exodus V1.8, pg.3
Posted: Wed Feb 24, 2010 12:02 pm
by isaiah40
A quick update.
Added a symbol of the wilderness tabernacle for Israels journey. I am still looking for a symbol for the other cities and mountains.
Let me know what you think.
[bigimg]http://img215.imageshack.us/img215/6629/exodusv19.png[/bigimg]
Re: Exodus V1.8, pg.3
Posted: Wed Feb 24, 2010 12:59 pm
by natty dread
This map is starting to look a lot better than the first versions. Good job!
I'm not sure about the red text though. With the brownish background, it could prove troublesome for the colourblind.
Also, those symbols on the right side of the map (tabernacles?) there's a lot of them, they're quite big and thus they kinda clutter the map. Something smaller, more subtle, would look better I think.
Re: Exodus V1.8, pg.3
Posted: Wed Feb 24, 2010 4:01 pm
by MrBenn
While I like the graphical style you're going for, I'm not convinced that the theme is going to transpose very well into a CC game board.
You should think hard about how the travel-route will influence the gameplay, and how to ensure that it fits the theme... Dustbowl and Oasis are two very good examples of different maps that have evolved from conceptual deserts. I myself have occasionally looked at the route of the Exodus, or Paul's Journeys - but have never been convinced that they will translate into exciting gameplay
