Formerly the Map Ideas Thread, now CLOSED
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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.
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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WidowMakers
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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.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?

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?
- gimil
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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
What do you know about map making, bitch?
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natty_dread wrote:I was wrong
Top Score:2403
WidowMakers wrote: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.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?
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
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
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
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- DiM
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name it Harry Poker and make it about a little wizards that goes to the hogwarts school of magical poker 
“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
- Kinetic1
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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.
"""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.
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
Houston/Texas Map
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!
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!
- hwhrhett
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- Location: TEXAS --- The Imperial Dragoons
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
but here is a good start.
http://www.hcad.org/maps/default.asp

- owenshooter
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- Location: Deep in the Heart of Tx
sigh..
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.
p.s.-texas is a great idea, but it will have to be very unique like Age Of Merchants.
- rolandgarros
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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.)
MIDDLE AMERICA MAP

