Moderator: Cartographers
natty_dread wrote:I was wrong
gimil wrote:CC colour hex codes:
1.889988
2.aabbaa
3.bbccbb
4.ddeedd
natty_dread wrote:I was wrong
gimil wrote:Any reason why? Are you using photoshop codes?
What do you mean?
thehippo8 wrote:Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
koontz1973 wrote: So it is really going to be down to how well you can visualize the board as a whole.
DiM wrote:1. no bonuses means that you have NO strategic options to go for something small and easy to protect, to go for something risky and large etc. right here there's even no incentive to make the first move (unless you play with spoils) because mathematically speaking if 2 people have identical dice the one attacking the neutrals first will lose.
2. identical positions means that in each and every game you will start the game and try to use the same strategy over and over again.
3. perfect symmetry also sucks because you don't have dead ends, you don't have one ways or ranged attacks or any other means of setting a trap or hiding in fog.
now, we can all agree that if somebody comes and presents this very map but without the knight attack rule he's going to get booted out of the foundry really really fast and his map binned right away.
now, in my opinion your map has the exact same flaws but it adds special attack routes. when i was in school (a long time ago) i used to make various sized chess tables during class and then try to fill them with 1 knight jumping over and over. similar to this game here: http://www.flash-game.net/game/2294/troyis.html. it was much more interesting than french lessons
anyway, the only thing about this map is that you have to plan your attack route a few moves in advance to make sure you can reach all the terits you want to. and there are 2 possibilities here:
1. you're a complete retard that never heard of chess and can't plan ahead more than 1 move. in which case you'll never play this map after your first game.
2. you are a normal person that played chess at least once and it's perfectly capable of planning an attack route. in which case you'll never play this map once you realised that luck is too important on this map.
i'm sorry but i don't really have any suggestions on how to improve this map other than a total redesign which involves more rules, the addition of bonuses etc.
natty_dread wrote:I was wrong
DiM wrote:thehippo8 wrote:Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
i don't think i'm negative at all.
anyway, you mention an "additional element of skill in this game". please enlighten me to what that is as i totally fail to see it.
thehippo8 wrote:DiM wrote:thehippo8 wrote:Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
i don't think i'm negative at all.
anyway, you mention an "additional element of skill in this game". please enlighten me to what that is as i totally fail to see it.
Sorry, maybe its a chess player thing? Sometimes things are obvious to one person but not to others.
In classic maps you have pre-defined determined and unviolable lines of attck. They are static. This map has the addition of randomness in that it is quite unpredictable where a player would go and how they would concentrate their troops.
Contrary to this argument (and playing Devil's Advocate), there is a similar concept in any large map b ecause people can always go different directions.
What makes this different for me is that there is a static sstarting point with a dynamic gameplay. It will be interesting to see if this does make a difference in practicde or not. I guess we can only wait until Bta to find out!
thehippo8 wrote: Circus Maximus and Doodle Earth are both very popular, even though at first blush you might not expect them to be.
koontz1973 wrote:Tried to copy the sites grey, but not close enough. Any one know the GIMP code for it?
natty_dread wrote:koontz1973 wrote:Tried to copy the sites grey, but not close enough. Any one know the GIMP code for it?
You can use the colour picker of the colour selection dialog on any part of the screen. Just shrink your gimp window, take the colour picker and click on CC background.
Gillipig wrote:Haha like the idea. Reminds me of Circus Maximum in some way, just more complicated. We often see maps with complicated bonuses but awkward attack routes isn't as common. But no bonuses? Maybe I'm wrong but I think you should reconsider that.
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