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A New Map Idea - Update Page 1

PostPosted: Mon Jun 09, 2008 12:52 am
by RedRover23B
Number of territories: 72
Number of continents: 8
Description of unique areas:

Each circle can attack a circle connected by the darker lines. For example, Circle 1 can attack both Circle 2 and Circle 8. Circle 2, on the other hand can attack Circle 1, Circle 3, Circle 4 and Circle 8.

The bases (the shaded region in each of the colored regions) will be the only positions where players will start the game. They can attack territories adjacent as well as bombard the circles touching their region. These positions will also be auto deployed with 3 reinforcements per turn.

Neutral armies will be 2 on each corp territory 10 on Circles 1, 3, 5, 7 and 15 on 2, 4, 6, 8. Any neutral bases (starting locations) will have 5 neutral armies.

Bonuses will be given for each color region. The bonuses will look like this:
    1 colored region - 3 reinforcements
    For each extra region held players will receive - 2 reinforcements
Example: A player owns Red and receives 3 reinforcements the next turn the same player takes Blue, instead of 6 reinforcements the player would get 5.

This is only a rough draft to see if the idea is worth pursuing.

I would like to know if the map and gameplay would seem like something worth being on ConquerClub.

I would like to know what can be improved and how I might do it - I know I need to work on the graphics but I did not want to do too much and if you all have any suggestions than fire away.

I am using and learning Gimp so if you have any tips pr suggestions It would be good to hear them.

A large part missing from this map is a name for it. I can not think what to call it. Also, there will be a legend but
I have not decided if I want to put it in the middle or if I want to add it in at the bottom.

Thank you for your time.

Version 1
Image

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 1:04 am
by gimil
Moved to map ideas, where this should start ;)

To be honest with you symetrical maps have a tendancy not to get very far in the foundry. If they get quenched they then tend to be unsuccessful in live play.

Just some thoughts.

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 8:08 am
by seamusk
gimil wrote:Moved to map ideas, where this should start ;)

To be honest with you symetrical maps have a tendancy not to get very far in the foundry. If they get quenched they then tend to be unsuccessful in live play.

Just some thoughts.


I would anticipate this to be true, but in fairness, what symmetrical maps do we even have here? I can only think of a couple that are even close. As you know I have the symmetrical hurling map. Gameplay has been excellent thus far but I'd be interested in what experiences folks have had. I'm sure this would be useful to redrover as well.

EDITED TO ADD: As for this particular map, I think that you need a theme. You could take hundreds of themes and paste them on top, but if you follow board game design (for example), lots of great board games are truly pure abstract games but the application of a theme draws a larger crowd to them. Lets face it, for some bizarre reason we'd rather move camels around a desert landscape than abstractions.

As for what your them could be? Maybe the circles represent parts of a farming town, the territories farms, and the bases the farmhouses. a farming community.

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 11:40 am
by RedRover23B
Thanks Gimli for moving the map to the right place. Symmetrical maps generally not good....noted. I am going to see where I can take it though but thanks for the heads up.

Seamusk, I agree with you it needs some sort of theme as apparent by the lack of a name. I like the farming idea you had so I will work up a draft of that where the regions can be crop types and everything else as you said. I also will work on coming up with new ideas for themes and hopefully have a few to choose from for the next update.

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 11:53 am
by TaCktiX
The simple reason why symmetrical maps are bad: dice. In a symmetrical map, bad dice will completely screw you in the face of good dice. That said, this is a pretty good start for a map. I'd say to keep the same concept, but change the symmetry of the colors to something a little more asymmetrical, with more territories in one and fewer in another.

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 12:21 pm
by seamusk
TaCktiX wrote:The simple reason why symmetrical maps are bad: dice. In a symmetrical map, bad dice will completely screw you in the face of good dice. That said, this is a pretty good start for a map. I'd say to keep the same concept, but change the symmetry of the colors to something a little more asymmetrical, with more territories in one and fewer in another.


That I understand and I would agree with. But I think a smart use of neutrals, gameplay mods, and arrangement of territories can fix that easily. Just as with asymmetrical maps.

Keep in mind that our currently on-line symmetrical maps largely lack appeal for other reasons.

Re: A New Map Idea

PostPosted: Mon Jun 09, 2008 1:59 pm
by Diamonds14
Hey i really like the idea of this map Rover.. i agree with seamusk that the farm idea would be pretty cool.. i would for sure play on the map. also yeah if you put neutrals on those gray circles then youll have a good map.

Diamonds.

Farm Addititon

PostPosted: Mon Jun 09, 2008 3:29 pm
by RedRover23B
This is the Farm Edition.

Image

Neutral armies will be 2 on each corp territory 10 on Circles 1, 3, 5, 7 and 15 on 2, 4, 6, 8. Any neutral storehouses (starting locations) will have 5 neutral armies.

Re: A New Map Idea - Update Page 1

PostPosted: Tue Jun 10, 2008 1:20 am
by seamusk
I think this map will work. Brilliant idea farming was! :D

Seriously, Keep on the graphics and getting the basic idea together. Not sure I have much commentary just yet.