Conquer Club

Do you like my new map ?

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Looks like a map tat I would like to play.

 
Total votes : 0

Do you like my new map ?

Postby porkenbeans on Sun Feb 08, 2009 7:53 pm

The key is just some crazy ideas to make the game a non-build game.

This is my first draft, and was wondering if anyone likes it, ...or not.
Please feel free to give any opinions or suggestions.

Click the link under my sig.
Last edited by porkenbeans on Fri Feb 20, 2009 8:36 pm, edited 1 time in total.
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Do you like my new map ?

Postby Jeff Hardy on Sun Feb 08, 2009 8:01 pm

looks complicated but quite cool, should be fun

i dont get the green light thing though
Last edited by Jeff Hardy on Sun Feb 08, 2009 8:03 pm, edited 1 time in total.
General Jeff Hardy
 
Posts: 1338
Joined: Sun Feb 17, 2008 10:22 am
Location: Matt Hardy's account, you can play against me there

Re: Do you like my new map ?

Postby JCKing on Sun Feb 08, 2009 8:03 pm

Nice Job Porky looks good.
Colonel JCKing
 
Posts: 308
Joined: Tue Aug 12, 2008 7:07 pm

Re: Do you like my new map ?

Postby porkenbeans on Sun Feb 08, 2009 8:08 pm

Jeff Hardy wrote:looks complicated but quite cool, should be fun

i dont get the green light thing though
It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Do you like my new map ?

Postby Jeff Hardy on Sun Feb 08, 2009 8:25 pm

porkenbeans wrote:
Jeff Hardy wrote:looks complicated but quite cool, should be fun

i dont get the green light thing though
It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.

would it be on 10% of every round and you have to get the timing right or would it be on 10% of all rounds and it doesnt change within rounds?
General Jeff Hardy
 
Posts: 1338
Joined: Sun Feb 17, 2008 10:22 am
Location: Matt Hardy's account, you can play against me there

Re: Do you like my new map ?

Postby porkenbeans on Sun Feb 08, 2009 8:39 pm

Jeff Hardy wrote:
porkenbeans wrote:
Jeff Hardy wrote:looks complicated but quite cool, should be fun

i dont get the green light thing though
It was just an idea to hinder the "build" game. The light could be on 10%, or 90% of the time, or something in between.

would it be on 10% of every round and you have to get the timing right or would it be on 10% of all rounds and it doesnt change within rounds?
No, the idea was to only have it on a certain % of your turns. Just a simple random generated thing.
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Do you like my new map ?

Postby neanderpaul14 on Mon Feb 09, 2009 5:17 am

I like it porkenbeans

Also like the new avy, Sawyer was always my favorite member of Lost
User avatar
Cook neanderpaul14
 
Posts: 1216
Joined: Wed Aug 06, 2008 3:52 pm
Location: "Always mystify, mislead and surprise the enemy if possible." - Thomas J. Jackson

Re: Do you like my new map?

Postby Nzen on Sat Feb 21, 2009 12:31 am

Make no mistake, I very much respect your artistry. This image is exemplar. The land looks as realistic as plastic topography models that science teachers have. The colored flags make territories unambiguous without having to color the soil. The combination is inspired and strongly crafted. But I have strong doubts otherwise.

The lighthouse is annoying rather than endearing. When I play a map, I study it for three or so minutes. That means it will break my concentration eighteen times. I dread it every time.

The idea was to only have it on a certain % of your turns. Just a simple random generated thing.


This percent idea is unclear. Is the graphic different half the time? Is the drop different, or does this refer to a negative autodeploy on that spot? More explanation would help correlate this to encouraging initiative.

The first thought I had in looking at this map concerned the strong resemblance to a golf course. I have no idea how the territories connect besides those they are next to. Duh? Not quite: if that is the case, the majority of territories are dead ends and sparsely connected. That encourages building because a region is so easily defensible (6 Australias).

I did note the [cannons?] but have no indication of how they work. Since they point out to sea the area of fire is unclear. Do you mean that they can fire onto the other side of the map, on each other? Are they ports, so the regions at least connect on more than one territory?

The number of territory varies widely in each region (1 2 3 5 7 8). The larger ought to be well connected to other regions and far from one another. Asia, in Classic, connects on six territories to four continents. Purple seems only next to red and with only two territories close by. Holding the region might be an inevitable kingmaker.

Finally, the alphabet as a naming convention does help. Finding a particular territory is easier than on maps of unfamiliar areas.

I repeat as I began: the map is skillfully rendered. However, its gameplay needs definition.
User avatar
Sergeant 1st Class Nzen
 
Posts: 25
Joined: Tue Jan 13, 2009 12:50 am

Re: Do you like my new map?

Postby porkenbeans on Sat Feb 21, 2009 2:59 pm

Nzen wrote:Make no mistake, I very much respect your artistry. This image is exemplar. The land looks as realistic as plastic topography models that science teachers have. The colored flags make territories unambiguous without having to color the soil. The combination is inspired and strongly crafted. But I have strong doubts otherwise.

The lighthouse is annoying rather than endearing. When I play a map, I study it for three or so minutes. That means it will break my concentration eighteen times. I dread it every time.

The idea was to only have it on a certain % of your turns. Just a simple random generated thing.


This percent idea is unclear. Is the graphic different half the time? Is the drop different, or does this refer to a negative autodeploy on that spot? More explanation would help correlate this to encouraging initiative.

The first thought I had in looking at this map concerned the strong resemblance to a golf course. I have no idea how the territories connect besides those they are next to. Duh? Not quite: if that is the case, the majority of territories are dead ends and sparsely connected. That encourages building because a region is so easily defensible (6 Australias).

I did note the [cannons?] but have no indication of how they work. Since they point out to sea the area of fire is unclear. Do you mean that they can fire onto the other side of the map, on each other? Are they ports, so the regions at least connect on more than one territory?

The number of territory varies widely in each region (1 2 3 5 7 8). The larger ought to be well connected to other regions and far from one another. Asia, in Classic, connects on six territories to four continents. Purple seems only next to red and with only two territories close by. Holding the region might be an inevitable kingmaker.

Finally, the alphabet as a naming convention does help. Finding a particular territory is easier than on maps of unfamiliar areas.

I repeat as I began: the map is skillfully rendered. However, its gameplay needs definition.
Thank you Nzen,
The flags will be connected by trails. I had them in the first version, but have not included them in this one yet , as I wanted to get some feedback on that. And yes, I wanted to not have to color the land different colors as in most other maps.
The cannons I thought, could attack each other.
There could be bonuses for spelling certain words, and/or holding vowels.

I am more concerned with the lay out and the graphics at this point. The game play and such, is wide open for debate. I wanted to give a chance for input from the community before I went the next step. The idea is to create a unique "Capture the Flag" game that can be played on a series of upcoming maps. Hence the "light house". That idea is to introduce a variable to the game. The light house will change color after each players turn. So you never know what color it will be until your turn is at hand. This could determine a host of possibilities, from an extra die to attack with, to a cannon reload that would mean that you cant attack from a cannon. I am eager to hear some ideas that could make for a unique game that is not the same old, same-o. 8-)
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Do you like my new map ?

Postby the.killing.44 on Sat Feb 21, 2009 3:22 pm

It's not that we don't want the same old gameplay, but that with the current XML it's just impossible. Impossible for an extra die. Impossible for the light to change at random @ the turn. I don't think the former will be possible any time soon. And the second will always be impossible, as you'd have to make the GIF so it changes exactly timed when someone begins turn, which is more than one person and impossible to tell.

.44
User avatar
Captain the.killing.44
 
Posts: 4724
Joined: Thu Oct 23, 2008 7:43 pm
Location: now tell me what got two gums and knows how to spit rhymes

Re: Do you like my new map ?

Postby porkenbeans on Sat Feb 21, 2009 4:12 pm

the.killing.44 wrote:It's not that we don't want the same old gameplay, but that with the current XML it's just impossible. Impossible for an extra die. Impossible for the light to change at random @ the turn. I don't think the former will be possible any time soon. And the second will always be impossible, as you'd have to make the GIF so it changes exactly timed when someone begins turn, which is more than one person and impossible to tell.

.44
All I have to do is make 2 different gifs'. One with the light green, and 1 with it red.
Then apply a random roll of dice, if you will. That will determine one or the other.

Yes, I understand that some programing will need to take place, but do not tell me that it is imposable. I have seen lack and his crew do a wonderful job with programing CC. I have no doubt that they could implement just about anything that they set out to.

Any good idea to change up the game, and make it different than "RISK", will take some programing. Out of the box thinkers, will be the ones that will help to evolve CC. Without them, it will remain just another knock-off of Hasbros' game.

I for 1 would like to help CC evolve into something even better than RISK. With a few new ideas, "Capture the flag" could become a great game that can be played on many maps. I have 3 capture the flag maps on the drafting table now. I would love to hear some new ideas that would improve on this format.

... 8-)
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm


Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users