Making a map

Making a map… and starting with literally zero knowledge even how to generate and print hexes on paper. It’s been a long journey and I will definitely be an easier client for the mapmaker in my next project!

I have omitted the very first draft map from this post and the below draft is something I had for at least for the first 9 months of the project. Maybe longer. The masking tape was used because I was too excited to get going and anxious to shop for transparent tape, and just used whatever I found at home!

A lot of the initial play testing and brainstorming was done on this map – sometimes I still miss The Big Map!

The second version is just the base terrain to which I started adding elevation. After that there were significant improvements! Once I had the base map outline, I started drafting the elevation.

Based on the feedback I received early on, the map was rotated to cut out areas that were less useful for the game. This was a big decision but actually, a good one. Ultimately, I also decided to crop it quite a bit! My initial vision of a super game has had a reality check (or three) so I am trying to abide with the rules of a good boardgame.

The Super Game will be produced, in much much more detail, if there is a reasonable market for it!!

Then we see the real map for the very first time!! This is quite a while ago, somewhere in 2022? This map was also used for the first “external” playtesting.

It looked a little strange, not very “nice” – strong colors – but had all the basic elements in place. Of course, there was a reason I contacted Ilya K. for the maps etc. – I simply knew he produces the style I want. Probably comparing to a client like the Hollandspiele, I am a strange one… more than a little weird 🙂

But then, ultimately, I got the real map! Not just “something” but more like “I spent a good amount hours on your project & I have a vision”.

After some more tweaks, below is the “first version” – not perfect, but has all major components. Being a perfectionist, its never ready (sigh). But this is the version that will be in the protos… you get what you get.

I do have a bunch of updates to implement, but that will be another post!

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