As some of you know, my new campaign, Treasure Island, Is progressing nicely; the first scenario is done. I began work on the second scenario, entitled 'The Voyage' yesterday, and I've been thinking about it for quite a while. My problem was: "How do you make looking for an island on a giant water map with one ship fun and challenging?" And in my opinion, I have come up with a brilliant new solution.
A small corner of the map is turned into a 1. The first part is a palisade area representing a close up of the ship, used for unit action. 2. Another part of the Navigation Center is your instruments used for navigation. These instruments include a 3. The second instrument is the 4. The fourth and most important tool is your 5. The sea will be filled with Those are the basic elements, created with suprisingly few triggers. But to make an effective scenario, you need a good map and working triggers, as well as many additions of your own. This system will be used in "The Voyage", part 2 of my new campaign, "Treasure Island". You can check out the thread I have posted this so that other people and their campaigns can benefit from it, but if you intend to use this system I ask that you 1.) Wait until I release Treasure Island. (Should be sometime in the next few months, It will be cleary made know of in the SD forum when it is released.) 2.) Drop a note somewhere in your work that the navigation system you used was based on King Bob VI's system. Thanks. [This message has been edited by King Bob VI (edited 07-19-2004 @ 08:21 AM).]