> You especially should not make the effectiveness of a gameplay element > dependant on the map maker. I know some generic things like giving one > person twice as many resurces as another can be safely ignored, but > such things as this, where a small mistake maes a map disatrous, > should not be put in the hands of the designer. This gameplay element > is too radical and needs a counterpart.
Just a general comment : interesting mapsare the ones with non-trivial geometry, because they make some areas more important than others. Corolary is that it makes them harder to design. This is a more general problem that fruits alone. Steph -- http://nct.ysagoon.com _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
