Conqueropoly [Back!]

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

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
Night Strike
Posts: 8512
Joined: Wed Apr 18, 2007 2:52 pm
Gender: Male

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Night Strike »

Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
Image
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly Returns (And this time it's staying for goo

Post by TheSaxlad »

Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.


Thanks NightStrike, much appreciated.

and i like that idea.
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
Victor Sullivan
Posts: 6010
Joined: Mon Feb 08, 2010 8:17 pm
Gender: Male
Location: Columbus, OH
Contact:

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Victor Sullivan »

Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
User avatar
Night Strike
Posts: 8512
Joined: Wed Apr 18, 2007 2:52 pm
Gender: Male

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Night Strike »

Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.
Image
User avatar
AndyDufresne
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Contact:

Re: Conqueropoly Returns (And this time it's staying for goo

Post by AndyDufresne »

Night Strike wrote:
Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.

Check out the excellent post maintained by the C.A.'s in the Gallery:

viewtopic.php?f=358&t=79067


--Andy
User avatar
Night Strike
Posts: 8512
Joined: Wed Apr 18, 2007 2:52 pm
Gender: Male

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Night Strike »

AndyDufresne wrote:
Night Strike wrote:
Victor Sullivan wrote:
Night Strike wrote:Perhaps the 4 "Railroads" should be the first 4 maps on the site: Classic, Asia, Middle East, Africa (I believe).

I'll also probably work on some new groupings for the properties. My idea is to do a little bit better groupings of stuff like competitions and community-generated content. It should all flow together once I get them mapped out.
I believe USA was second, then Middle East, then Asia (and of course Classic first). Not a terrible idea.


Forgot about USA. Canada may have also been one of the first ones (obviously pre-revamp, just like Middle East was revamped). You'd have to ask someone with more foundry knowledge, but my post was more to put the idea out there.

Check out the excellent post maintained by the C.A.'s in the Gallery:

viewtopic.php?f=358&t=79067


--Andy


Cool. I figured it was somewhere (was looking in GD for Blitz's 1st 5 list).
Image
User avatar
Victor Sullivan
Posts: 6010
Joined: Mon Feb 08, 2010 8:17 pm
Gender: Male
Location: Columbus, OH
Contact:

Re: Conqueropoly V5 [Transport Poll]

Post by Victor Sullivan »

Ack! I can't change my vote?? I might change my mind down the line!
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Gilligan »

TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.
Image
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly Returns (And this time it's staying for goo

Post by TheSaxlad »

Gilligan wrote:
TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.


ok, but if we were to include that it rules 1 way out of the question doesn't it?
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly V5 [Transport Poll]

Post by TheSaxlad »

New Draft Up With Updated Legend
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
Super Nova
Posts: 183
Joined: Wed Jul 28, 2010 12:13 am
Location: Light years away

Re: Conqueropoly Returns (And this time it's staying for goo

Post by Super Nova »

TheSaxlad wrote:
Gilligan wrote:
TheSaxlad wrote:
Super Nova wrote:Cool! You're right about the possible confusion with the legend though. I think you need to change it, because currently it shows that you have to take that color in order to get the bonus. This would lead to a lot of confusion, since the territs that are actually on the properties are not the ones that grant bonuses.

Gilligan, you probably already know this,but I'll point it out anyway; If the map is going to be done with house territs on one side of the property, and ownership territs on the other side, (or actually no matter how you guys do this) you will have to be careful with the XML so that you can't get bonuses from the houses without having a monopoly.


Super so your saying that the houses have to be taken with the transports to give a bonus?

or do the houses get bonuses on their own?


I believe he is saying that you shouldn't be able to get the house bonus if you do not already have the color bonus.


ok, but if we were to include that it rules 1 way out of the question doesn't it?


Gilligan is correct on what I was trying to say.

I don't think this will rule out one way attacking, instead I think the one way attacks will create a unique style of play, albeit it probably takes longer to play.
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly V6 [Transport Poll]

Post by TheSaxlad »

Come on Guys, can we have some more comments on how to make this map better?
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
sonicsteve
Posts: 780
Joined: Sun Mar 14, 2010 3:21 am
Gender: Male
Location: within walking distance of the sea, waiting for global warming so I can jump in.

Re: Conqueropoly V6 [Transport Poll]

Post by sonicsteve »

I had a thought that instead of using things like forums, suggs and bugs, etc - you could use the progression of cc ranks for the properties.

So Brown (on the UK board Old Kent Road and Whitechapel) would become New Recruit and Cook, while Purple/Dark Blue (or Park Lane and Mayfair on the UK board) would become Field Marshall and Conqueror.

Of course the idea falls over a bit because there aren't quite enough ranks, so you'd probably have to scatter in a couple of key medals or something...
Image
User avatar
rjhankey
Posts: 920
Joined: Sun Jun 20, 2010 10:43 pm
Gender: Male
Location: Portage, Michigan, USA

Re: Conqueropoly V6 [Transport Poll]

Post by rjhankey »

Hey there -- I voted "other" in the poll for car/plane/etc. -- how about a tank?

I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.

One other thought - bonus drops could be avoided if each player is given one terit - the starting terit in a given property block. When thinking about this, I realized that a player could have an advantage if their property is green or dark blue. But, another twist could be increasing neutral starting armies - purple could have 2, light blue 3, so on, and dark blue would have 9 on the property not being used as a player starting point? Does that make sense?
User avatar
ender516
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Gender: Male
Location: Waterloo, Ontario

Re: Conqueropoly V6 [Transport Poll]

Post by ender516 »

I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly V6 [Transport Poll]

Post by TheSaxlad »

rjhankey wrote:Hey there --

One other thought - bonus drops could be avoided if each player is given one terit - the starting terit in a given property block. When thinking about this, I realized that a player could have an advantage if their property is green or dark blue. But, another twist could be increasing neutral starting armies - purple could have 2, light blue 3, so on, and dark blue would have 9 on the property not being used as a player starting point? Does that make sense?


Perfect Sense, the logistics would have to have some thought in them but I love the General idea. How about instead of that coding the houses to different numbers?

rjhankey wrote:I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.


hmmm, I'm still not on board with that, in my mind I think it encourages players to just sit and stockpile. Then it'll be a luck fest...

It could work, But I think it needs to be discussed more...
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
AndyDufresne
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Contact:

Re: Conqueropoly V6 [Transport Poll]

Post by AndyDufresne »

ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly V6 [Transport Poll]

Post by TheSaxlad »

AndyDufresne wrote:
ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy


Shall we just add tank to it then andy?

Unit, Cavalry, cannon, tank?
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
Super Nova
Posts: 183
Joined: Wed Jul 28, 2010 12:13 am
Location: Light years away

Re: Conqueropoly V6 [Transport Poll]

Post by Super Nova »

TheSaxlad wrote:
AndyDufresne wrote:
ender516 wrote:I also voted "other". I would suggest a cannon, or perhaps a tank, as rjhankey suggested.

If only world domination had a 4th unit type---along with unit, cavalary, and cannon...


--Andy


Shall we just add tank to it then andy?

Unit, Cavalry, cannon, tank?


I don't think so; I think tanks are kind of modern calvary. If you want another type of unit, do something for air or sea warfare; so a battleship or a fighter jet should work well.

Or you could just do a carrier...
User avatar
Super Nova
Posts: 183
Joined: Wed Jul 28, 2010 12:13 am
Location: Light years away

Re: Conqueropoly V6 [Transport Poll]

Post by Super Nova »

TheSaxlad wrote:
rjhankey wrote:Hey there --

I'm also onboard with the idea of allowing terits to attack up to 12 spaces forward in a clockwise direction. Yes, that would be a somewhat chaotic battlefield, but it also means you'd need to look behind you as many as 12 terits when planning clockwise growth. I don't see deadlocks happening that easily, especially with having to leave that much of a guarded trail behind you as you move forward. What would be interesting is how much would the attacker be willing to dive into the middle of someone else's set of 12 territories for fear of leaving an attacking army behind them.

I'm guessing that houses are a one-way attack from the corresponding terit, or is it a two-way? I may have missed that ... but I don't think it jumped out at me. I'd also vote for the house bonus to not count unless you also own the corresponding property bonus.


hmmm, I'm still not on board with that, in my mind I think it encourages players to just sit and stockpile. Then it'll be a luck fest...

It could work, But I think it needs to be discussed more...


I also like the twelve space idea, but in order to make it less hectic you could put two or three numbers on each territ, and those numbers designate what space that space can attack, eg. If you had a space that had the numbers 3 and 8 on it, you could attack the territory 3 spaces away or the one 8 spaces away. Things might get a little cramped on the territs though.
User avatar
Gilligan
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Gender: Male
Location: Providence, RI

Re: Conqueropoly V6 [Transport Poll]

Post by Gilligan »

Or a jet.
Image
User avatar
ender516
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Gender: Male
Location: Waterloo, Ontario

Re: Conqueropoly V6 [Transport Poll]

Post by ender516 »

We already have an infantryman on the top left corner square, so why not make the railroads: cannonartillery piece, tank, battleship, jet fighter.
User avatar
TheSaxlad
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Gender: Male
Location: ShakeyCat's Saxland :)

Re: Conqueropoly V6 [Transport Poll]

Post by TheSaxlad »

Any more before I ask Helix To move this?
Image Caution: playing team games with TheSaxlad can lead to shortness of breath, high blood pressure and other-stress related illnesses!

Visit CC on Facebook and Twitter!
User avatar
Victor Sullivan
Posts: 6010
Joined: Mon Feb 08, 2010 8:17 pm
Gender: Male
Location: Columbus, OH
Contact:

Re: Conqueropoly V6 [Transport Poll]

Post by Victor Sullivan »

Nothing concept-wise, but I will definitely have some gameplay things for ya ;)
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
User avatar
Industrial Helix
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Gender: Female
Location: Ohio

Re: Conqueropoly V6 [Transport Poll][Please Move To GPlay]

Post by Industrial Helix »

Ok, I like the addition of the 'houses' though they don't quite look like houses. The big thing that is holding this map up is that it should be explained in the rules how the houses work in relation to the other territories.

Things that aren't holding this map up but should be taken into consideration would be starting points at the start place. I think you can fit 8 in there. I think this map would reflect monopoly much better with each player starting at the start point.

If you take up the starting positions thing, then you could increase the value of the bonuses as the board goes around, much like Monopoly. The dark blues ought be worth a ton more, for example. This would place more emphasis on players making their way and deciding to go for the easy browns or blues or holding out to make it to the dark blues or greens. The game would more reflect monopoly this way.

Then, you could have an autodeploy on start, nothing huge I think, maybe 2, and this could reflect the whole pass go and get 200 dollars.

So, fix the first thing and I will move it. The other things, I hope you consider seriously because the last thing you want is a square classic style map.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
Post Reply

Return to “Melting Pot: Map Ideas”