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©2009 ~Norsehound
:iconnorsehound:

Artist's Comments

Work-in-Progress image of the map for my senior project, Myopia.

So far the planet is called "Myopia" also.

"Myopia" game (C) Michael Ptak 2009

Comments


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:icond4rkst0rm99:
nice, btw what are the lines for. Will there be any towns or states and also will there be any desert or artic areas?

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Get the Picture?!?
:iconscha11enkrieger:
well i like all of your maps, i think i have to do one for my project soon, but i think it wont be so cool like yours is

--
"Imagination is more important than knowledge."
"The fear of death is the most unjustified of all fears,
for there's no risk of accident for someone who's dead."
-Albert Einstein
:iconpyrokitsune777:
really good map.
I'm just curious but why aren't there any strike points between red and blue. if red wanted to attack blue they'd either have to go through purple or white.

But still is solid map. layout reminds me of Tom Clancy's End War. (still confused as to whether "Myopia" is a risk-style game or a an rts) Again though good map design.

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meh. All things work out eventually. for better or for worse.
:iconnorsehound:
The lines are civilian travel routes between the major cities of each nation. Typically they are highways, transit tubes, backroads, or heavy shipping or civilian passenger liners.

Travel lines are not defined between airports. Anything passing into a city with an airport can spread to others unless the owning player has closed all his airports.

The lines aren't used for combat- they are to determine how Biological Weapons, Epidemics, and other events (The Dimensional cloud, The Lady of the Dove etx.) move on the board.

Conventional warfare doesn't use the lines (at least according to the current rules). It assumes that the militaries of both forces either fight each other in the open sea, in low orbit, or in areas on land away from the major cities.

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"If growing up means surrendering your imagination, then I never want to be an adult."
:iconnorsehound:
I tried putting states in behind the cities, but found that it visually distracted from the cities... which is important to the map.

I might label all the cities with names...

but the reason I havent' done either things is because I like the abstract nature of it. Players can name the cities themselves... I only named them because I want to build a role-play setting in case players want to act as the imagined nations would in a situation.

--
"If growing up means surrendering your imagination, then I never want to be an adult."
:iconpyrokitsune777:
Oh ok. Interesting. Now I can't wait to see how the finished product turns out.

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meh. All things work out eventually. for better or for worse.
:icontorislacroix:
Good thing. Interesting universe. That map reminds me a bit DEFCON and Ground Control games.
:iconcaraig:
Interesting. What are the basic game mechanics?

Overall the design looks good! very clean and straightforward -- I do like your graphics design work, this and the Homeworld map are tops =)
:iconnorsehound:
Ah... I think the 'basic' game mechanics would be 'negotiation', 'simultaneous turns' and 'hidden movement'.

Lots of boardgames nowadays usually have some texture with their backgrounds (look at the new Risk for example). I want my game to have a technical, computerized feel akin to "Supremacy" and other 80s sci-fi hi-gloss examples (Logan's run, 2001: A space odyssey, etx).

--
"If growing up means surrendering your imagination, then I never want to be an adult."

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