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walleteater
11-06-2007, 07:47 PM
Truthfully, I am not here to play, I am here for input about homemade games I create/created. I am not sure where to ask so i am going to ask here.
I created a mobster game, named after its town, Atohby. It has origonal mechanics and unique systems, like a shooting system allowing presice shots, blind shots, and quick shots. It is run by d6's which i beleive makes it pretty unique alone, but the problem is, we run it on a Giant map, that is based on graph paper, and players take up 1 1X1cm sqaure. cars take up 2x3.

I am wondering on your input of how I can represent these besides drawing on the graph, because all the erasing damages it overtime.

Thanks.

Skunkape
11-07-2007, 07:38 AM
Create stock pieces using a mapping program like Dundjinni (http://www.dundjinni.com/), print out the maps you create, then glue them to foamcore. If you plan your layout right, you can make it generic enough that it fits together like a puzzle. Since you have printed parts instead of draw parts, you never destroy the paper by too much erasing.

You could also check out WorldWorks Games (http://www.worldworksgames.com/store/index.php) modern cardstock model sets (http://www.worldworksgames.com/store/index.php?main_page=product_info&products_id=2&zenid=f827e513fc75b47ddcb133189e66070f). They have quite a few in the Mayhem line, from streets to buildings to even a marina now! So you have a few alternatives depending on how you want to take it.

walleteater
11-09-2007, 01:37 AM
thanks for the suggestions, since the map is already completely mapped out, i am thinking Dundjinni (http://www.dundjinni.com/), will work best for interiors. I am thinking for the large map though I will get some of those overhead sheets, crop em together, and ur unpermantent markers, for color coding and erasability!


Thanks