Ziggurat [24/Nov/2017] v14.3 (p7)

Maps that may be nearing the end of production. Finalize maps here, while testing.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2451
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by iancanton »

iancanton wrote:is there a way to download the file without pop-ups for sports access, ukrainian girls or betting sites appearing?

the new xml was hosted on a site with the above problem. it's time to follow up!

ian. :)
Image
chapcrap
Posts: 9686
Joined: Sun Feb 03, 2008 12:46 am
Gender: Male
Location: Kansas City

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by chapcrap »

iancanton wrote:
iancanton wrote:is there a way to download the file without pop-ups for sports access, ukrainian girls or betting sites appearing?

the new xml was hosted on a site with the above problem. it's time to follow up!

ian. :)

Those aren’t a positive?
User avatar
Swifte
Posts: 2474
Joined: Wed Nov 14, 2007 12:05 pm
Gender: Male
Location: usually Mahgreb

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Swifte »

I've attempted to upload the XML directly in the required thread, rather than a file sharing site. Let's hope that is better:

https://www.conquerclub.com/forum/viewtopic.php?f=64&t=163962&p=5079519#p5079519
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2451
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by iancanton »

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.

viewtopic.php?f=64&t=163962&start=50#p5079966

for any future xml updates, it will be helpful for files to be numbered, for ease of reference.

ian. :)
Image
User avatar
Swifte
Posts: 2474
Joined: Wed Nov 14, 2007 12:05 pm
Gender: Male
Location: usually Mahgreb

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Swifte »

Ok.. so seems like we've reached an impasse.

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)

Or... I guess C is we try some other arrangement?
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2451
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by iancanton »

if we find that option B plays well and does not give excessive advantage to the first player, then we can go with that.

ian. :)
Image
Fuchsia tude
Posts: 158
Joined: Tue Sep 06, 2011 4:36 am

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Fuchsia tude »

I'd like to at least try B, and see how it plays in larger games. Easy enough to revert to an old XML file if it doesn't work.
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2451
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by iancanton »

jon

have u decided what u want to do?


ian. :)
Image
User avatar
jonofperu
Posts: 610
Joined: Thu Jan 12, 2012 9:57 am
Location: Peru

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jonofperu »

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.
Image
User avatar
DBandit70
Posts: 2209
Joined: Mon May 14, 2007 10:21 pm
Gender: Male
Location: Highest Score: 3612

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by DBandit70 »

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 :lol: ) 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?
User avatar
jonofperu
Posts: 610
Joined: Thu Jan 12, 2012 9:57 am
Location: Peru

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jonofperu »

By the way... is B the way it's playing now?
Image
User avatar
DBandit70
Posts: 2209
Joined: Mon May 14, 2007 10:21 pm
Gender: Male
Location: Highest Score: 3612

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by DBandit70 »

jonofperu wrote:By the way... is B the way it's playing now?


lol yea maybe well I like as is, what ever the letter that is :lol:
Fuchsia tude
Posts: 158
Joined: Tue Sep 06, 2011 4:36 am

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Fuchsia tude »

No, it's running on A. It's only ever been A, all beta long.
User avatar
jonofperu
Posts: 610
Joined: Thu Jan 12, 2012 9:57 am
Location: Peru

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jonofperu »

My son decided he wanted to run a tournament on my map so we built it in Minecraft for a graphic. :D
I'll help him run it. He needs people to join. :)

https://www.conquerclub.com/forum/viewtopic.php?f=90&t=234168

Image
Image
User avatar
jacaf
Posts: 32
Joined: Sat Jul 01, 2006 2:16 pm
Gender: Male
Location: united states
Contact:

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jacaf »

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 .
User avatar
jonofperu
Posts: 610
Joined: Thu Jan 12, 2012 9:57 am
Location: Peru

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jonofperu »

Thanks much!
Image
User avatar
MichelSableheart
Posts: 781
Joined: Sat Jun 27, 2009 5:10 pm

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by MichelSableheart »

3500+ games played, no support to change the last open question ( here ), No feedback in the past 2 years.

what is still needed to quench this map?
MichelSableheart,
Een van de Veroveraars der Lage Landen
And a member of the Republic
User avatar
jonofperu
Posts: 610
Joined: Thu Jan 12, 2012 9:57 am
Location: Peru

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by jonofperu »

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!
Image
User avatar
Mad777
Posts: 9884
Joined: Thu Jun 18, 2009 9:21 am

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Mad777 »

".....Under Phucumol treatment....."
https://youtu.be/zlusWzDY4qw
User avatar
HitRed
Posts: 5262
Joined: Fri Jun 26, 2015 12:16 pm

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by HitRed »

SPOCK: There are two possibilities. They are unable to respond. They are unwilling to respond
User avatar
MichelSableheart
Posts: 781
Joined: Sat Jun 27, 2009 5:10 pm

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by MichelSableheart »

MichelSableheart wrote:3500+ games played, no support to change the last open question ( here ), No feedback in the past 2 years.

what is still needed to quench this map?
Reposting this question for visibility.
MichelSableheart,
Een van de Veroveraars der Lage Landen
And a member of the Republic
User avatar
Swimmerdude99
Posts: 2579
Joined: Mon Aug 09, 2010 6:07 pm
Gender: Male
Location: North Carolina

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Swimmerdude99 »

Mad777 wrote:https://www.conquerclub.com/forum/viewtopic.php?f=127&p=5265218#p5265218
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.
Image
User avatar
GaryDenton
Posts: 941
Joined: Sat Jun 18, 2016 10:58 am
Gender: Male
Location: Houston area

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by GaryDenton »

A bug right now.

This displays when you click on a game,

"Largely This Part Relates To Bennie, Sidekick To Erstwhile"
Darkended Blade
Posts: 92
Joined: Fri May 11, 2007 9:43 am
Location: Over there! *points*

Re: Ziggurat [24/Nov/2017] v14.3 (p7)

Post by Darkended Blade »

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!
Image
Image Generating witty rebuke...
Post Reply

Return to “Beta Maps”