the xml above, which was renamed as v16, was uploaded successfully to the beta site on date 2019-01-10 at time 18:11 CCT. however, a 5-player game started with all regions neutral.
the xml linked below, which was renamed as v17, was uploaded successfully to the beta site on date 2019-01-12 at time 17:23 CCT.
Either: A) I can keep the starting positions defined as 4 groups of 4 territories with 1 on each side, having the rest of the starting points defaulted to neutrals if unused, and the game will work for 2-4 players only.
or
B) I can define the starting territories as not defaulting to neutrals, and games with 5+ players will randomly assign starting players (as intended) but 2-4 player games will have extra territories assigned. (it SHOULD still spread both players around the pyramid, and the extra territories will be at random)
Wow, haven't been back to this page in a long time, though I've played the map occasionally. Message me if I need to respond to something please. Somebody asked me about the map and I'm just now seeing this. (Hopefully my settings will let me know when there are replies now.)
No way we would want to limit the map to 4 players in my opinion, so I guess we have to try Swifty's B option. I've played it with multiple starting points per side and it's not the way I envisioned it, but it works. So there's no way to limit the number of starting positions per player to 4 within the B option?
There are a couple options it might be good to have some more feedback on.
1) Limit bombardment to Level B. This would provide more incentive to gain the high ground at Level C and up. I have no problem with the current configuration, but if there were a lot of support for the change I would be willing to try it. I think a lot depends on the strategy employed and have found personally that it's less of a stacking map than many think.
2) Exclude "No reinforcements" setting. Makes sense for a map with lots of Autodeploys.
While the idea of excluding nukes/zombies is appealing, I don't think there is enough of a case for it. Would rather not limit how the map can be used.
I like it as is, but if I had to pick 1 or 2 I'd defiantly say 2 but would prefer neither. Do not really care much for both of Swifte's suggestions I'd say C(leave as is ) I have played this map probably the most of any player and have found it very fair for both players, and there is some strategy of when to attack and were to attack to. I'm sure I'd figured this out if I read more of the posts but why does it need changed?
was browsing through join games when i came across this map and found it quite interesting. Been a member of cc since the start and have played many maps. First off would like to say, although i have not a clue in mapmaking of what it takes to make one. But i would like to just say great job to all you guys and gals who have worked so hard to give us these great maps and time and dedication put into them. Never read a thread like this before and found myself reading the whole thing. The respect that was given and recieved was exceptional. Great job Jonofperu and to all others .
Although there might be a few things we would have liked to tweak in an ideal world, it seems to be functioning well.
I would be very happy to see it quenched as is!
So is there no one with the authority to release a map from Beta?
Why even keep maps in Beta if we never plan to quench them? Do you know?
Seems to me if no one will ever do anything with it, we should close that part of the forum, and quench or remove the remaining Beta maps.
Notes for my first two games as the map is currently:
I think the bombardment kinda forces players to just sit and stockpile which isn't as much fun. Perhaps some limitation on the range of the base bombardment will mitigate that.
Second, once all bases are destroyed the endgame is a little slow with how the altar works - losing 10 armies rather than resetting to neutral forces you to sit at the top like a goon for a bit while you amas armies again, kinda like with starting at the camps too. Perhaps resetting to neutral like Missile Launch on arms race would mitigate that.
Another thought could be that you could lose when you have no base camps left - which puts the risk on making the move to go to the altar lest you end up sacrificing yourself in the process. You gotta be sure you can clear the bases while not letting the other players do the same in response.
So yeah still potentially some tweaks to make but as a concept I definitely like it for sure!