Wyvern
Wyvern
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New Map
We've had this discussion before Mike, I fear. The reality is that most people playing board wargames aren't in the military and most never will have been, so the actual real-world map (which itself is only an abstraction of the reality anyway, of course) isn't going to be of significance for players of the game at all. Indeed for many, it will be hopelessly confusing.
The reason the last map style you showed is used so heavily in many published hex-wargame boards is it allows the game to flow easily, with players being able to immediately identify what is where, and how best to plan what they intend to try. While I can understand this brushes-up sharply against your sensibilities as a real-world field commander, this isn't how most players will think. While a field commander can look over a topographic map with trained eyes and identify the same things the abstracted game map shows clearly, hardly any game players will have that capability, which is naturally why the game map needs to so abstracted in the first place.
I think perhaps the way to approach this is to identify what the key terrain elements are that you want to reproduce in the game, bearing in mind what the capabilities are for the science-fiction forces you'll be using. For instance, if there are many units with hovercraft/GEV abilities, open ground, rivers, lakes and marshes are going to have almost no game effect for them, whereas rough ground, woods, heavily-built-up areas and steep slopes will (crude examples, but hopefully you see my point). Once you know that, you'll have a better idea what level of abstraction will work for what you need, I think.
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How do you include CC3 button icons in forum posts?
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What is Steampunk...
It might be useful to have a series of Steampunk "add-on" symbols, for things such as pipes, machinery items, odd-looking consoles and other features, ad infinitum, rather than trying to create new house, etc., symbols with the pipework, gears, and so forth pre-attached. Obviously, there will need to be new vehicles, but even there, something like a "normal" steam locomotive could be created, to which fancy pipework & co could be added to taste by individual map makers.
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CA style development - "Darklands City" (issues for September and December 2021)
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Are there steampunk resources for CC3+?
I think the problem we're having in helping you is we don't really know what YOU think constitutes Steampunk, or what it is you're trying to map, so just saying you want Steampunk assets without saying what they're for, is a little like asking us to give you a piece of string to accomplish a task you can't define. Now you're saying you found some Steampunk packs elsewhere but they weren't what you wanted (which rather goes against your prior comment that anything under the Steampunk label would do). Maybe if you could say what assets you DO want and what it is you want to map, instead of what you don't, we might be able to help more. It's clear you know what you're looking for, but we don't.
Certainly there is no ProFantasy pack that carries the specific "Steampunk" label, if that's all you were hoping for, although that doesn't mean there aren't assets you could use in that genre in many other packs, as we've tried to indicate in the notes above.






