Chinese Checkers [Quenched] May '07 re-opener?
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- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
can the map still suffer modifications??
by looking at it in the game i noticed this:
by looking at it in the game i noticed this:
2007-03-17 23:52:47 - DiM: i just realized that Q&T letters in the central hexagon are a bit off.
2007-03-17 23:53:32 - DiM: compare Q to the E-K line and T with the H-L line
2007-03-17 23:55:46 - DiM: also letter E from orange should be a bit to the left
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
s.xkitten wrote:oh gimme a break...does it really matter...?
if the map can still be modiffied why not?
i know i'm a freak sometimes. but i really like the simetry on this map. and it's spoiled by that.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- Fireside Poet
- Posts: 2671
- Joined: Mon Apr 24, 2006 1:49 pm
Hey all, thanks for the response on the map... I love the feedback! Makes me feel all warm inside.
I am also getting some reports of bad attack routes, but I can't confirm this looking at the xml. Please let me know if you have any problems.
Hmm... bad luck for you. Somebody fluked six of sixty territories. That will happen about as often as somebody getting all of south america (4) in the classic map (42). I can't control initial placememt.
I am also getting some reports of bad attack routes, but I can't confirm this looking at the xml. Please let me know if you have any problems.
s.xkitten wrote:alright...its a great map...but seriously, some guy just got an entire continent...thats how it was deployed...
Hmm... bad luck for you. Somebody fluked six of sixty territories. That will happen about as often as somebody getting all of south america (4) in the classic map (42). I can't control initial placememt.
- Mr Tumbler
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- happy2seeyou
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boberz wrote:brilliant i started with a continent and a half (neighbouring each other i am wondering how common this is
It'll happen, as it will happen in any map. Starting with a cluster of 6 out of 60 total countries should be a bit less likely than starting with Australia on the standard map. It would be even more likely that you would start with all of russia or africa in the Europe map. I've never been lucky enough to have any of those things happen to me, but I wouldn't complain if it did.
oaktown wrote:boberz wrote:brilliant i started with a continent and a half (neighbouring each other i am wondering how common this is
It'll happen, as it will happen in any map. Starting with a cluster of 6 out of 60 total countries should be a bit less likely than starting with Australia on the standard map. It would be even more likely that you would start with all of russia or africa in the Europe map. I've never been lucky enough to have any of those things happen to me, but I wouldn't complain if it did.
Odds of starting with a 6 territory region in a 4 player game on a 60 territory map are about 0.04%. When people play hundreds, even thousands of games, eventually it will happen, but it's not statistically significant.
I got so bored of the round and round of this map I decided to switch my tactics.
http://www.conquerclub.com/game.php?game=334076
http://www.conquerclub.com/game.php?game=334076
- AndyDufresne
- Posts: 24935
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yeah, i'm in two pretty dull flat rate singles games. I will say with some authority that this isn't a great singles map, but i've found that it plays very well for doubles games... ideally in a doubles game you want a map in which strategy and team play are more important than starting position, and i hope others agree that this map delivers.
Creating a map is a learning experience... I have every intention of starting a new project soon, and I've learned a lot from both working on and now playing this one. Thanks again to everyone who helped out, and a special shout out to mibi for keeping it real.
Creating a map is a learning experience... I have every intention of starting a new project soon, and I've learned a lot from both working on and now playing this one. Thanks again to everyone who helped out, and a special shout out to mibi for keeping it real.
mibi wrote:I got so bored of the round and round of this map I decided to switch my tactics.
http://www.conquerclub.com/game.php?game=334076
i wish i could do that in my game, but the fortifications are chained..
oaktown wrote:yeah, i'm in two pretty dull flat rate singles games. I will say with some authority that this isn't a great singles map, but i've found that it plays very well for doubles games... ideally in a doubles game you want a map in which strategy and team play are more important than starting position, and i hope others agree that this map delivers.
how right you are oaktown. it makes a great doubles map- one of my favorites.
Do you need an excuse to have a war? I mean, who for? Can't you just say "You got lots of cash and land, but I've got a big sword, so divy up right now, chop chop."
Terry Pratchet
Terry Pratchet
Hi all, sorry to bring this thread back from the dead, but in light of the recent XML changes I wanted to propose something...
The original idea behind this map was to have the center of the board all neutral, as it is in a real chinese checkers board. everybody would then have to slug their way through the center to complete opposite triangles, eliminate players, etc. This is now possible thanks to the new XML options, but I'm not sure it's worth it.
Any thoughts? Perhaps this map is already too slow to add such a feature, and it could hurt doubles games which, in my opinion, this is best for anyway.
The original idea behind this map was to have the center of the board all neutral, as it is in a real chinese checkers board. everybody would then have to slug their way through the center to complete opposite triangles, eliminate players, etc. This is now possible thanks to the new XML options, but I'm not sure it's worth it.
Any thoughts? Perhaps this map is already too slow to add such a feature, and it could hurt doubles games which, in my opinion, this is best for anyway.
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
here's what i'd do.
make every terit start neutral except for the As in the triangles. this way everybody starts in a fixed position and nobody can complain about bad starts. this map being so simetrical the initial deployment is very important.
and i'd also make the center do ranged attacks on the As
make every terit start neutral except for the As in the triangles. this way everybody starts in a fixed position and nobody can complain about bad starts. this map being so simetrical the initial deployment is very important.
and i'd also make the center do ranged attacks on the As
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: Chinese Checkers [Quenched] May '07 re-opener?
First time I played that map.
We've been playing for 3 weeks now, round 41 now.
Playing this map without a team nor cards really is a big pain:p.
With 3 players the strongest will just get attacked so even after 40 rounds no one is winning.
We've been playing for 3 weeks now, round 41 now.
Playing this map without a team nor cards really is a big pain:p.
With 3 players the strongest will just get attacked so even after 40 rounds no one is winning.


