04-13-2018, 09:54 AM,
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Maps for Fall of Empires & Lawrence of Arabia
I'm reading the latest Gold Club update and I was struck by this:
Quote:The bottleneck for both Fall of Empires and Lawrence of Arabia has been map art – an enormous amount of map art. Fourteen maps’ worth. So we’re going to work around that:
Fall of Empires and Fire in the Steppe take place in the same region; some of the scenarios take place over the same ground. We’re going to re-print six Fire in the Steppe maps for Fall of Empires, and that will be the map set. The maps are so similar that it was already a foolish notion to make new ones.
Lawrence of Arabia and Sword of Israel also take place in the same region, with some scenarios taking place over the same ground.
How can the scenarios for these two games possibly have been playtested if the maps weren't yet ready? It seems like they either playtested them on a completely different set of maps than what they'll release with, or they haven't actually played any of the scenarios.
I understand the economics of not creating new maps, but these games have been in progress for years and I just don't see how they can now switch out the maps.
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04-13-2018, 01:06 PM,
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RE: Maps for Fall of Empires & Lawrence of Arabia
(04-13-2018, 11:44 AM)plloyd1010 Wrote: While I don't know the specifics of the situation, I can say that you don't need pretty maps for playtesting. The only requirement for a playtest map is that it be technically accurate. Imagine a sketch map looking like the old SPI maps. Not much color, but accurate. I would expect that APL uses something like Hexdraw, or does a quick paste over(under) with CS2.
As to what kept them from release, I have no idea.
Right, you can certainly playtest on a crude hand drawn map as long as it indicates the terrain you intend to use. But the post about deciding to reuse existing maps suggests that wasn't the original plan, so I'm wondering about any scenario design that was done up to this point.
I know people rag on Avalanche for lack of playtesting and I try to not be one of those people, but these games have been in development for years and it's clear from the post that they didn't intend to use these particular maps until recently.
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04-13-2018, 11:20 PM,
(This post was last modified: 04-13-2018, 11:21 PM by Hugmenot.)
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Hugmenot
First Lieutenant
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Posts: 1,397
Threads: 52
Joined: May 2012
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RE: Maps for Fall of Empires & Lawrence of Arabia
(04-13-2018, 11:44 AM)plloyd1010 Wrote: While I don't know the specifics of the situation, I can say that you don't need pretty maps for playtesting. The only requirement for a playtest map is that it be technically accurate. Imagine a sketch map looking like the old SPI maps. Not much color, but accurate. I would expect that APL uses something like Hexdraw, or does a quick paste over(under) with CS2.
As to what kept them from release, I have no idea.
Our (PG) playtest maps were either drawn by hand or in HexDraw. Some designers provided maps, others did not and I drew those based on the designer notes.
Guy did a masterful job converting my maps into final product. The final maps were generally slightly different than those we provided (say a handful of hexes different out of 187) but I suspect all the changes were made to make certain features feel more natural. In my opinion, none of his changes affect gameplay significantly.
We were not involved with IA so I have no clue what was playtested (or not) and what maps they used for playtesting.
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05-03-2018, 07:26 AM,
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Hugmenot
First Lieutenant
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Posts: 1,397
Threads: 52
Joined: May 2012
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RE: Maps for Fall of Empires & Lawrence of Arabia
In case anyone is interested, here is a partial image of the Board 112 we used to test Counter Attack.
The map was drawn quickly in HexDraw; I got good enough that I could paint a map like the attached in one or two hours top. Printing the maps was not bad, $9 for a set of 6. I rarely had to print maps more than once after an early mistake.
Printing the scenarios was more expensive, typically $12 each time I printed them. I printed the original submission, and two or three additional times during the development / final edits process.
I also had to do counters at times - and thanks Peter for the great playtest counters you did for Maple Leaf Brigade - but in general I just used counters from other PG games if there were any with the same values as needed. I sort my counters by nations so that was not a big deal for me. Leaders were more problematic because I sometimes had to pull some from multiple games and can't say I sorted them correctly afterwards. I've been using the PG-Q leader selection tool for some time to avoid me having to sort my leaders.
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