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Battlechess map - artist needed

PostPosted: Thu Oct 08, 2009 3:17 am
by kroovi
My idea is a bit complex, but this what makes this map suitable for any amount of players

here is the sketch link for the map (needs an artist ASAP) :
Click image to enlarge.
image




Game description:


The outer most ring consists of the "defenders", each color assigned to a player, and the rest remaining neutral.

Another possibility is that for a two or three player game each player will be assigned initially with two colors, and the
remaining colors initiate as neutrals.

The game starts with each player having 3 troops on each defender, except for the king, which will be initiated with, let's
say 15 trops (option - king will initiate with 3 trops and have +3 autodeploy each turn).

All the other territories are called pawns. The second outer most ring initiates also with 3 troops each.

The inner "pizza" and its surrounding ring of pawns initiate with 3 neutral troops each.

The object of the game is to take out (option - hold for one turn), all non neutral kings on the board.

Connected teritorries are exampled on the sketch.

Thick black lines are impassables, except for the knight's case.

The idea is that the defenders can attack almost all territories on their color "land", and some (knight, queen) can also
attack neighbouring colors. But in order to keep your king well protected you need to have control over your defenders.
in order to attack another color "land", a player has to go through some pawns, which are connected also as the sketch shows
and reach the king, or other defenders (then turning them actually into attackers of their own land), and either occupy
part or the entire enemy color "land".

Some motives of chess can be, or are implemented, as :

1. the king and rook can reinforce (option - be actually connected) each other anyway.
2. the rook can skip over the unpassables.
3. the idea that when a player reached another ones defenders line, he actually becomes an "attacking defender".

more ideas are most welcome...

Bonuses, I think, should be on the amount of territories each player has, +1 for every three, as usual. But any other
suggestions are welcome.

Re: CC Chess - graphics wizard needed

PostPosted: Thu Oct 08, 2009 3:29 am
by TaCktiX
kroovi, there is a map very late in development by john9blue, presently vacationed but will be returning to the Final Forge soon. Link (here).

Re: CC Chess - graphics wizard needed

PostPosted: Thu Oct 08, 2009 3:54 am
by kroovi
Ok, as I said, my idea is not quite the chess board, but more of a CC battlefield with chess principles.

I am working on a detailed sketch so you can all see, but it will take me a few days. I'm sure whatever chess map there is, players will be able to enjoy both.

Re: CC Chess - graphics wizard needed

PostPosted: Thu Oct 08, 2009 4:58 am
by thenobodies80
[Moved]

This map has been moved into the Ideas subforum, as it does not meet the criteria for a Working Draft:

Drafting Room Guidelines

To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:
    1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
    2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
    3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
    4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.
Draft images should not be larger than 630x600px (small image) or 840x800px (large image).

Re: CC Chess - graphics wizard needed

PostPosted: Thu Oct 08, 2009 8:59 am
by kroovi
My idea is a bit complex, but this what makes this map suitable for any amount of players

Click image to enlarge.
image


The battlefield consists of 8 different "half chess boards" AND A CENTERAL "pizza".

All territories play. The image consists of all different examples!

every territory of the outside circle is a defensive territory which can defend (attack, advance and
reinforce) like the different chess figures, as shown in the image.

A big star represent the place of the figure (symmetric as the original chess board), and the small
stars represnt the territories they can attack advance and reinforce to.

black stars are on the territories which are called "pawns" which attack more or less the same,
except for specific places, as shown in the sketch.

each of the 2-8 players start on one half board, and has troops on his outer and second ring.
the territory of the king starts with, let's say 30 troops.

when a player loses all of his kings he loses the game. (some kings start as neutral, depending on the
amount of players).

Bonus is only for the amount of territories a player owns. (any ideas?)

Thick lines are impassables, except for the knight, which in a traditional chess way can "jump" over the fence.

each slice will have a different color, so we will have:

"green pawn 1"
"purple pawn 5"
"yellow queen"
"blue rook 2"
"orange pizza"

waiting for suggestions...

Re: CC Chess - graphics wizard needed

PostPosted: Thu Oct 08, 2009 9:02 am
by kroovi
if you can't see the picture - here is a link :

http://docs.google.com/Doc?docid=0AZ7c9 ... ZkNA&hl=en

Battlechess map

PostPosted: Fri Oct 09, 2009 5:17 am
by kroovi
My idea is a bit complex, but this what makes this map suitable for any amount of players

here is the sketch link for the map (needs an artist ASAP) :
http://docs.google.com/Doc?docid=0AZ7c9 ... Zncw&hl=en

this is of course symmetrical (8-fold)

here is a similar idea (with a bit more territories) that explains how each territory is connected

http://docs.google.com/Doc?docid=0AZ7c9 ... ZkNA&hl=en



The battlefield consists of 8 different "half chess boards" AND A CENTERAL "pizza".

All territories play. The image consists of all different examples!

every territory of the outside circle is a defensive territory which can defend (attack, advance and
reinforce) like the different chess figures, as shown in the image.

A big star represent the place of the figure (symmetric as the original chess board), and the small
stars represnt the territories they can attack advance and reinforce to.

black stars are on the territories which are called "pawns" which attack more or less the same,
except for specific places, as shown in the sketch.

each of the 2-8 players start on one half board, and has troops on his outer and second ring.
the territory of the king starts with, let's say 30 troops.

when a player loses all of his kings he loses the game. (some kings start as neutral, depending on the
amount of players).

Bonus is only for the amount of territories a player owns. (any ideas?)

Thick lines are impassables, except for the knight, which in a traditional chess way can "jump" over the fence.

each slice will have a different color, so we will have:

"green pawn 1"
"purple pawn 5"
"yellow queen"
"blue rook 2"
"orange pizza"

waiting for suggestions...

Re: CC Chess - graphics wizard needed

PostPosted: Fri Oct 09, 2009 5:52 am
by thenobodies80
[Merged]

When you're ready for the drafting room (drafting room guidelines), ask to a foundry mod to move your thread instead of starting a new one ;)

You should find some useful information in the following threads:
If you still have questions after browsing those topics, feel free to ask any specific questions in the Not Maps subforum - you should find people eager to help and give any advice in there.

Have a nice day
Nobodies

Re: Battlechess map - artist needed

PostPosted: Fri Oct 16, 2009 3:17 pm
by kroovi
made some improvements in the sketch - see header thread

Re: Battlechess map - artist needed

PostPosted: Sat Nov 07, 2009 10:08 am
by kroovi
BattleChess gameplay is now updated and detailed, see first thread.

waiting for all of your comments.

Re: Battlechess map - artist needed

PostPosted: Sat Nov 07, 2009 11:01 am
by natty dread
The gameplay is too complicated. Ever heard of the KISS rule? Keep It Simple, Stupid :D

Re: Battlechess map - artist needed

PostPosted: Sat Nov 07, 2009 11:03 am
by jpcloet
Complex maps are ok. This one might be overly complex. The XML on this map might be very difficult.

Re: Battlechess map - artist needed

PostPosted: Sun Nov 08, 2009 6:27 am
by kroovi
Ok, i'll agree the connections between terr. are a bit non-trivial, but not a lot more complex than let's say the knight in "Waterloo" also complicate things up...

To compensate that the bonus is as simple as it gets.

The present suggestion, mine, and for now the only one, makes this map extremely strategic, which is the kind of maps I prefer personally.

But I would LOVE to hear more ideas about how to make it simpler, while keeping the spirit of chess, and of course, keeping the option to have 8 players.

Thanks....