> 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


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