Page 9 of 39

Posted: Mon May 07, 2007 7:08 am
by RobinJ
I think Doodle Earth has already pushed the minimum territory thing to the limit with 18

Posted: Mon May 07, 2007 8:38 am
by mibi
This looks like a super chinese checkers, which i refuse to play at this point. If you want to make a super map then stay away from things that would cause monotony, because a boring map with 50 territories is one thing, but with 150 its thrice as boring.

Posted: Mon May 07, 2007 12:21 pm
by Coleman
I'd rather you just had some sort of elevator system and all 5 pieces were connected via the same points.

Posted: Mon May 07, 2007 12:40 pm
by Hotdoggie
thanks for the feedback.

some comments on the bonuses and layout would be greatly appreciated :D:D

Posted: Mon May 07, 2007 12:45 pm
by RobinJ
Certainly a good idea (love football!) but I see some problems:
1)The overwhelming majority of Americans on this site who couldn't care less about real football
2)It could be too symetrical. Everyone thought US Senate was a great idea but the feedback on it hasn't been good because the games are damn near impossible to win

Like the idea....

Posted: Mon May 07, 2007 1:17 pm
by Keredrex
Like the idea but the execution is lacking.... Why not just use a regular map of the pentagon and use the rooms and hallways in it as the territories.... You could even make it up and ut your own names to the rooms like Intelligence, Command center, Army, Navy, Marines, Airforce... Etc.etc.

Posted: Mon May 07, 2007 1:27 pm
by Hotdoggie
RobinJ wrote:Certainly a good idea (love football!) but I see some problems:
1)The overwhelming majority of Americans on this site who couldn't care less about real football
2)It could be too symetrical. Everyone thought US Senate was a great idea but the feedback on it hasn't been good because the games are damn near impossible to win


1) I can see what you mean, but Americans still have soccer leagues so will have at least a degree of interest in this idea, and this pitch relates to other sports as well so that could draw them in.
2) This could be an issue, but this is not that much like the US Senate - the layout of that map is more complicated than this one.

Re: Like the idea....

Posted: Mon May 07, 2007 2:15 pm
by ericwdhs
Keredrex wrote:Like the idea but the execution is lacking.... Why not just use a regular map of the pentagon and use the rooms and hallways in it as the territories.... You could even make it up and ut your own names to the rooms like Intelligence, Command center, Army, Navy, Marines, Airforce... Etc.etc.

haha... That's the first thing that came into my mind when I read the title, then I saw what it really was.

Posted: Mon May 07, 2007 2:21 pm
by andreweberman
Does anyone who doesn't like the map think there is a way to fix it or is this another "scrapper"

Posted: Mon May 07, 2007 2:25 pm
by Guiscard
Either go for a conventional map of the Pentagon, but not geometrically identical continents (as this leads to annoying troop build-up games) else move on to another project. There's plenty of good ideas in the ideas thread sticky at the top of the forum.

Posted: Mon May 07, 2007 2:44 pm
by Risktaker17
I think the symentricalocity will be fine and I still believe that plenty of people will still play it.

Here's A Thought

Posted: Mon May 07, 2007 4:02 pm
by Keredrex
Think About CCU when Doing the Map.... Look at a conventional Image And break it up yourself......If You want I am an artist I could Work With you On this???

Posted: Mon May 07, 2007 4:35 pm
by Risktaker17
this map sounds real good I just want to see a very rough sketch to see if this map has any potential.

Posted: Mon May 07, 2007 4:37 pm
by Risktaker17
It is possible to basically win the very first turn ditch the idea. Dim is pushing it with his Doodle Earth. 8 is a completely awful idea sry but it is.

Posted: Mon May 07, 2007 5:41 pm
by andreweberman
Risktaker17 wrote:this map sounds real good I just want to see a very rough sketch to see if this map has any potential.


My original is:
To see it click on the following link (it is a very rough drawing)
http://picasaweb.google.com/AndrewEBerm ... 6338888914

Re: Here's A Thought

Posted: Mon May 07, 2007 5:43 pm
by andreweberman
Keredrex wrote:Think About CCU when Doing the Map.... Look at a conventional Image And break it up yourself......If You want I am an artist I could Work With you On this???


If you can't tell from the rough scetches, I don't really have the skills to make this map playable. If you interested you can take this idea and creat the map. I just ask that my name be on it somewhere.

Posted: Mon May 07, 2007 5:56 pm
by Spockers
Far too symmetrical. It would be chinese checkers on a larger scale, and thats not a good thing.

huh

Posted: Mon May 07, 2007 6:42 pm
by tdshark83
i agree with oaktown.

why not Idaho????????????

Posted: Mon May 07, 2007 6:54 pm
by Spockers
oaktown wrote:I haven't seen the map, but i already vote no.

Posted: Mon May 07, 2007 7:53 pm
by plysprtz
you should just do it to do it you know

Posted: Mon May 07, 2007 7:56 pm
by Spockers
please stop bumping this thread. it should not have gone past the first page

Posted: Mon May 07, 2007 8:58 pm
by Bavarian Raven
'll keep going when i have the time...and since this is a NON-PROFIT site...he should not mind...but if anything comes up...i will stop and scrap it then...and if he does not bother...well, one day in the distant future it will be a great map...

Posted: Tue May 08, 2007 1:47 am
by Iliad
Can you make it bigger? I just can't see it properly yet

Posted: Tue May 08, 2007 1:50 am
by Coleman
Iliad wrote:Can you make it bigger? I just can't see it properly yet

He's using some sort of weird link set up that particular image host uses, here's a real picture set up:
Image
I'd try to explain how I did that, but it's a load of trouble.

Star Wars Galaxy DRAFT: Gameplay feedback please

Posted: Tue May 08, 2007 3:19 am
by ericwdhs
You guys asked for some visual aids of what my Star Wars Galaxy map would look like so I took an hour break from studying for finals ( -__- ) to make this first draft. The only part of the map that's aesthetically near completion is the galaxy (which still needs considerable touching up) and coordinate grids I painted in the background (which are shown in the second image).

The main purpose of this draft was to figure out the spacing of the planets and make sure I had enough room for their names in the tightest packed areas (which is why not everything is named in the outer areas). The current names are not final (some are missing, in the wrong spot, or misspelled) and they will have something behind them to make them easy to see against the background and to connect them directly to their planets. The lines indicating the routes in between planets will also be changed to something more interesting. The green circles will be replaced with painted images of the planets. The planets will be visible but will be light enough and the correct size for the army numbers to be placed directly on them. The inner edge of the white box defines the actual border of the map and forms a box 600 pixels by 480 pixels. There are currently about 80 planets on the map but I will be adding more mostly in the top right and lower left to get a little past 100 total planets.

Gameplay:

The bonuses are probably the most important feature of this map and occur in several different types. Currently there are at least 3 sectors that work like regular continents on other maps. Then, there are 5 Hyperlanes (the thicker lines) which award bonuses depending on how many consecutive planets on them you hold. They will be separately marked and named later. Finally, there are resource bonuses given for holding at least a couple of one type of resource planet. For instance, Kashyyyk, Geonosis, and Kamino are all Troop planets, Kuat, Corellia, and Fondor are all Shipyard planets, and so on (with 6 types total).

Movement along the Hyperlanes will also be unique. Each planet on a Hyperlane borders both adjacent planets and planets two spaces down along the Hyperlanes. Armies on Malastare (lower left) can attack Denon directly without having to touch Atzerri for example. This will mean that two consecutive spots on a Hyperlane must be fortified to prevent passage. Hopefully, this will make gameplay more interesting.

This map also doesn't have any areas that are very isolated and all locations (and bonuses) are canon based. The only thing that isn't really correct are the borders of Hutt Space but I couldn't resist expanding it for its currently near perfect borders. :D

I don't have any more time to work on it this week so don't expect any updates soon.

That's all I can think of at the moment so here are the images:

FOR ANYONE WHO DIDN"T READ THE ABOVE, THESE ARE NOT EVEN CLOSE TO FINISHED SO PLEASE QUIT TALKING ABOUT HOW IT LOOKS AND GIVE ME SOME FEEDBACK ON THE GAMEPLAY... -___-

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