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maritovw
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Post by maritovw »

i think that a sudoku map should not only look like a sudoku, but it should feel like solving a sudoku when played..

what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).

my idea is that you should be able to attack only the squares that are on the same row, column or box. that would feel a lot more like sudoku.. or maybe only squares in the same row and column (so that there aren't so many attackable squares from each square), since you are already implementing the box concept for the bonuses.
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Kinetic1
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Post by Kinetic1 »

unriggable wrote:Its too up-down. Add train stations like in the mexico war map.


what does too up down mean? aren't the dock/ports access enough?
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gimil
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Post by gimil »

We need an actual picture of teh city. I cant personally comment on teh ,ap unless i see what there is to work with.
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Post by WidowMakers »

Kinetic1 wrote:
unriggable wrote:Its too up-down. Add train stations like in the mexico war map.


what does too up down mean? aren't the dock/ports access enough?
Up-Down means linear up/down. If you start at the top you need to attack through the middle to get to the bottom. The suggestions is maybe take some of the roads or water ways and let north territories attack south. That way the map has more circular movements.
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Post by Pious »

maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).

I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?
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Post by gimil »

Spockers wrote:I don't think you will get a lot of interest in this map. It's not all that interesting and looks overly complex for what it is.

Been tried before and won't work.


dont worry about him he never has anythnig nice to say :roll:
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Post by Pious »

I request that the poll be removed so I can make a poll on diagonal attacks. If diagonal attacks are not allowed, however, the map would need to be redesigned so it's best to settle the issue while it's still early.
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Post by gimil »

PM KEYOGI and he'll remove the poll. I persinally think there isnt a problem with diagonal attacks as long as everyone is aware that is the case
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Post by cairnswk »

WidowMakers wrote:
Kinetic1 wrote:
unriggable wrote:Its too up-down. Add train stations like in the mexico war map.


what does too up down mean? aren't the dock/ports access enough?
Up-Down means linear up/down. If you start at the top you need to attack through the middle to get to the bottom. The suggestions is maybe take some of the roads or water ways and let north territories attack south. That way the map has more circular movements.


For instance Kinetic1....you could have a completely new continent on the right side of the map that stretches from north to the south using that freeway as connection road between the terts.
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ConquererKing
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Harry Potter

Post by ConquererKing »

Okay, I'm terrible with image graphics (I have the Gimp, but I have no idea how to work it :? ), but I think Harry Potter would be a great map to have. It would basically be Hogwarts from a top view. Just naming possible continents off my head: Great Hall, the Grounds, different classrooms (ie. Transfiguration, Potions), different common rooms. Corridors could be not part of any continent, and there could be secret shortcuts that can move you quickly to other parts of the map.

As a bonus idea, it could be made so that each player starts off with a common room (there are only 4, so in 5 or 6 player games, the other players could start off as the faculty or grounds or something), but I'm not sure if that would work well.

Just putting it out there :D
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gimil
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Post by gimil »

This has been attempted and failed horrible.

You also have copyright issues.

As for graphics? God gave you teh ability to learn for a reason :wink:
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Post by Coleman »

This is guaranteed to never pass copyright. The movies almost didn't even happen. We don't stand a chance.
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Post by DiM »

name it Harry Poker and make it about a little wizards that goes to the hogwarts school of magical poker :lol:
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Kinetic1
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Post by Kinetic1 »

can we not see the "anchor" icons and didnt I describe that the anchor icons connect all the "continents/color groups" so as to eliminate the "up/down" issue?

"""Anchor icons allow attacks to other docks/warfs """" QUOTE FROM POST #1 !!!!!!!!!

Part of the issue here may be that this "island of Gotham" has been exiled from the main land in the story "Batman: No Man's Land" so the near land mass is not reachable.
It is in essence, Escape from New York.

I will have another variant of the same map that is more like conquest basses, bonuses based on caches and resources like Age of Merchants, perhaps that will make matters better.
Last edited by Kinetic1 on Thu Jul 12, 2007 5:38 pm, edited 1 time in total.
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Kinetic1
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Post by Kinetic1 »

cairnswk wrote:For instance Kinetic1....you could have a completely new continent on the right side of the map that stretches from north to the south using that freeway as connection road between the terts.


Ahh I see that idea, thought about using the railroad too... will give it consideration...
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maritovw
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Post by maritovw »

Pious wrote:
maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).

I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?


ok i think you are right.. but i still think you are missing the sudoku feeling
hilo333
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Houston/Texas Map

Post by hilo333 »

Houston (Harris County)

Would anybody want to do a Houston(or Harris County) Map or even a Texas map? I am no good at doing the graphics, but i will give the creator territory names and bonuses! :shock:
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Spockers
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Post by Spockers »

Wow. Change your font.
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hwhrhett
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Post by hwhrhett »

texas is a boring map tho, youd have to go way back to when there were mexicans here for it to be interesting at all.

but here is a good start.

http://www.hcad.org/maps/default.asp
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owenshooter
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sigh..

Post by owenshooter »

this has been discussed so many times and someone is working on one. without the rivers, boundaries, ports, mountains, etc, it is just boring. personally, i think DiM upped what is expected of a new map, and the ol' territories and bonuses are kind of "old" for new maps now. hell, texas has some great potential, but it will take more than a flat map, especially of houston, since anyone that has a choice would not live in houston. OH! maybe you can do one where you try to get all the HOV lanes so you can get around the city of houston! that is a good idea. i'm teasing, don't get all upset!!! -0

p.s.-texas is a great idea, but it will have to be very unique like Age Of Merchants.
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DeBlaze
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Post by DeBlaze »

Here's the map with everything left in. This isn't a particularly good map of the city, as several major neighborhoods aren't listed, but since it was easy to clear, i went with it. I'll have a better reference map along shortly for work on the actual territories, I'll post that up when I get it.

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rolandgarros
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Post by rolandgarros »

dude hurry up and finish drawing the map xD... i wanna see a map with our city in the game XD
Pious
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Post by Pious »

maritovw wrote:
Pious wrote:
maritovw wrote:what i mean is that adjacent and diagonal attacks don't feel like a sudoku; they feel like a lot of squares, pretty much like the crossword (it's like the crossword map with a different skin).

I thought that in Crossword the lines and not the squares attacked each other? In my opinion, a complicated movement rule would make it like Crossword as people wouldn't know what to do without reading the right-side full of instructions. There's also not diagonal attacks in Crossword, either, so how does having diagonal attacks make it feel like Crossword?


ok i think you are right.. but i still think you are missing the sudoku feeling

I'd make it so that if you fortify/deploy the solution numbers of a continent you'd get +1 or +2, but I don't think that could be implemented in XML for just one game. (Though it would have uses to have to keep a certain number somewhere for a trigger, prevents the fort-straight-to-border strategy used everywhere except the less-common chained/adjacent fortification games, where it's probably a similar thing but slower. I can see the places this idea could go.)

I'm open for ideas to give it something special for a Sudoku feel. I just think that no-diagonal-attack would be extremely cramped with my idea to block off territories with grey squares. (And an open map, CCdoku, didn't work.)
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maritovw
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Post by maritovw »

i like the idea of +2 bonus for fortifying the solution... and now i agree with you about diagonal attacks, they should be allowed.
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Post by KEYOGI »

How should the squares be labelled?

The color and a letter.
66% [ 12 ]
The color and the square's number in the puzzle's answer.
22% [ 4 ]
The color and a separate numbering sequence.
11% [ 2 ]
Other (please specify in a post or this vote doesn't count).
0% [ 0 ]

Total Votes : 18
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