Moderator: Cartographers
The foundry seems kind of dead, but I am still working on the map. I've been trying to test it on the Beta site, but there are so few people there that it's difficult to get a game started, and even if you do, the whole thing could be wiped out at any time.2007spaceodyssey wrote:Any idea when this one is about to be released?

I'd like to see it available to be tested by the general population, too. But the "[Official] Conquer Club Mapmaker Handbook" has the map development path as:iAmCaffeine wrote:I'd like to see it in beta. It's a lot easier to judge gameplay and make adjustments once a few games have been played on it, take Krazy Kingdoms for example.

Yes, the existing system was adequate (though not ideal) for simpler maps, but now that we have transformations and stages, it makes no sense to try to figure out if the gameplay works through discussion alone. If they want to get the best use of these features, then map developers need to be able to experiment with the XML and do real testing without having to worry about the graphics.iAmCaffeine wrote:I think for a long time the system has worked because the amount of highly complex maps has been so small, but now a much higher frequency of maps like yours are being produced and gameplay testing needs to be done more thoroughly and earlier, as you suggest.
This is exactly why I have been saying that the development stages are in the wrong order.iancanton wrote:no mapmaker is expected to figure out the gameplay by himself. among other things, the CAs are here to tell u what works and what is unlikely to be approved. although u are free to experiment with unapproved versions on the test site, previous experience shows that mapmakers can become utterly intransigent, refusing to listen to anyone, after a map reaches beta-quench stage and is available for general play, therefore beta-quench will always remain the final stage before full quench.
I am not personally satisfied with the gameplay at this point, or perhaps I should say that I haven't played nearly enough games against human opponents to know if I'm satisfied, so I really don't want to put any more effort into the graphics yet.iancanton wrote:having played substantial portions of two competitive test games before the server update wiped them, i am happy enough with the gameplay structure to freeze the gameplay layout. by this, i mean that i shall not be asking u to add regions, remove regions or change connections unless the case for doing so is overwhelming. this liberates u to work on improving the graphics, secure in the knowledge that, as far as gameplay is concerned, i'm likely to request only changes to bonuses or neutrals.
Actually, I believe the garage was secured first in the doubles game we started, but the continents with the fewest territories are almost always secured first, so that is nothing unusual. The 1 reinforcement troop given for each of those rooms did not significantly alter the balance of power, so at this point, I don't see any need to reduce the bedroom bonus to 0 as you had suggested earlier. Also, I had taken a suspect in that game, and it was still pretty evenly balanced when it ended, so I don't think you can say that the police station would not have been a factor if the game had continued and I had later taken a detective.iancanton wrote:that said, both of my test games (one 2v2 and one escalating polymorphic-2) developed roughly as i had predicted in my september post: the bedroom was secured first in both games, while the police station was ignored completely except for late into the poly-2 game, when my opponent cleverly conquered a weapon in a last-ditch attempt to stop one of his colours from being eliminated, knowing both that i needed one of my colours alone to conquer the whole of the same room before following him and that neither of my colours was strong enough to do so. perhaps the newly-reduced neutrals in the police station can improve things somewhat.
ian.
The map development process here is missing the alpha/test phase, and too much importance is being placed on the graphics, at too early a point in the lifecycle. This may work for simple maps, but I think it's a problem with more complicated ones, and is probably a big reason that some maps with potential have failed.Wikipedia wrote:Games go through development, alpha, and beta stages until finally being released.
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Alpha is the stage when key gameplay functionality is implemented.
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Testers start work once anything is playable.
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Placeholder graphics are characteristic of early game prototypes.
Belated, but *amen* to that.degaston wrote: This is exactly why I have been saying that the development stages are in the wrong order. ](*,) Why would anyone be surprised that mapmakers would become intransigent about making major changes if they are required to finish the graphics before anyone is ever allowed to actually play the map? It's a pretty basic concept of game development that you start play-testing well before the graphics are in a finished state. Why they don't understand that here is beyond me.
Perhaps I should clarify my earlier post and say that the stages should be:Where the Test/Gameplay stage allows people to play the game before the graphics are in a finished state. I think you'd find that the less work people have put into the graphics, the more willing they'll be to make significant changes to the gameplay.
- Draft
- XML
- Test/Gameplay
- Graphics
- Beta
Are you still actually using BOB, or are you talking about making a change to the "Map Inspect" feature? Either way, I don't think they would ever implement something like that for a number of reasons:codierose wrote:might be silly question but is it in the realms of possibility to have the tiny description pics part of bob. Only reason i ask for me on a busy map like this and having small screen i find i hard to find everything, would be a nightmare for a speed game. if i could hover over pics with mouse and it showed me where it was would be awesome.
guard resets to 10 but at start its 5 ? is that right
cool so thats a nodegaston wrote:Are you still actually using BOB, or are you talking about making a change to the "Map Inspect" feature? Either way, I don't think they would ever implement something like that for a number of reasons:codierose wrote:might be silly question but is it in the realms of possibility to have the tiny description pics part of bob. Only reason i ask for me on a busy map like this and having small screen i find i hard to find everything, would be a nightmare for a speed game. if i could hover over pics with mouse and it showed me where it was would be awesome.
guard resets to 10 but at start its 5 ? is that rightEven without adding this feature, I think it's not too difficult to figure out where the related symbols are and how they connect using the "Map Inspect" / BOB hi-lighting on the map. You can learn a lot about the map by playing bot games on it, even though the bots don't play well on it because they have no intelligence about the bonus structure. I wouldn't recommend playing speed games until you were familiar with it - like Waterloo and some other complicated maps.
- They have no way of knowing where or what the legend symbols are because there is no information about them in the XML files.
- It would require a change to the XML specification - which happens very rarely.
- They have a very strong aversion to modifying existing XML files - it would require putting the maps back into beta to make sure they hadn't broken anything.
- There's a fairly limited number of maps that this would even be useful for.
- It becomes essentially useless once someone has learned how to play a map.
It's playable on the Beta Site right now. If you're interested in trying it out, you'd need to become a beta tester:
testers wanted for beta site!
Right now, I have both the Guard and the Squad Car set to 5 Killer Neutrals, but I haven't update the legend to reflect that. They might change again.
The slow initial development of the map was somewhat intentional because I wanted to minimize the effect that luck (drop, dice, first move) had on the start of the game. The rooms separated by neutrals were intended to provide a buffer to make defense easier than offense in the mansion. One change I would like to make is putting a killer neutral between each of the secret passage connections, so that it was not so common for one player to control opposite corner rooms. That said, I am certainly open to changes in the number of neutrals, initial troops, deployment numbers, starting locations, etc.loutil wrote:Just played a complete game on that map and I found it somewhat tedious and very slow to develop. It seems you must conquer an entire room just to do any kind of advancement or growth. With a drop of only 3 this can take many turns even if uncontested. I can find almost no value for the notepad? The guard and police car require you to go through 10 neutrals just to pop out on the map when you can easily launch from a room at no cost. This map would take forever to complete if you played it trench style. In team games you would likely be smashing your own teammates to gain ground. I also struggled to understand the ledger and how the bonus system works although once the game was going it became easier.
I would have to play more games but I wonder how drop centric this map would play? I also wonder how it would play with a bit higher initial deploy or if that would make going first to much of an advantage?