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A Chess map

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A Chess map

Postby Jeil on Thu Apr 01, 2010 9:37 am

Hi, I'm pretty new at this, so please bare with me (for all I know, this might be a terrible idea...). I've always liked chess, so I was thinking of doing a chess based CC map. The premise is basically the same as normal (take over the entire board), but there are some twists. First, here's the map I had in mind.

Image

The number of territories in this map is obviously 64, one for each square. The way territories are named are simple. The rows on the board are numbered 1-8 from top to bottom. The columns are lettered a-h from left to right. Every empty square is occupied by 1 neutral army. Every Rook starts with 4 armies. Every bishop starts with 3 armies. Every pawn starts with 2 armies. And every queen starts with 6 armies.

The starting position is a bit tricky, since in these sort of maps, it might be balanced, or it might not be. Anyways, the one I had in mind when I made this fits two players easily, black v. white. Each player starts with 10 territories. Player who goes first gets -1 on all starting position territories. For more than two players, imagine the board being split up into eight quadrants, two black and two white (Rook, Rook, Bishop) quadrants, and two black and two white (Queen, Pawn) quadrants. 3 players: each player gets 2 quadrants, the remaining 2 stay neutral. For first round, Player who goes first gets -1 on each territory. Player who goes second gets -2 on their deployed troops. 4 players: Each player gets a random queen quadrant and a rook quadrant. Player who goes third (and for future reference, thereafter gets -1 to deployed troops except for player who goes last.)

Rules: At the start of every player's turn, all pieces they own gets reverted back to their starting amounts (no penalties for the first player, which means all their pawns will have 2 armies, bishops 3 armies, rooks 4 armies, and queens 6 armies). Only the piece territories can attack. This means unoccupied territories only serve one purpose, to get a higher bonus. How attacks are made: A piece can directly attack any other square it can normally move to in a chess game. This means for example, that an e-4 black queen can take over the b-1 square with its troops. As of now, the colors black and white don't mean anything (they just look nicer).

Bonuses: Other than reversion back to original amounts, for every 2 unoccupied territory you own, you get +1. You get +2 no matter what.

Edit: Oh, I forgot to mention, the other difference is that pawns can attack both forward or backwards diagonally, meaning it has access to its four corner squares.
Last edited by Jeil on Thu Apr 01, 2010 11:14 am, edited 1 time in total.
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Re: A Chess map

Postby superkeener on Thu Apr 01, 2010 10:02 am

i think there is already a chess map in the works,
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Re: A Chess map

Postby superkeener on Thu Apr 01, 2010 10:05 am

sorry, i guess ithe idea has been abandoned, here is a link:
viewtopic.php?f=242&t=27101
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Re: A Chess map

Postby Jeil on Thu Apr 01, 2010 11:12 am

! Lol why did it get abandoned? The was almost identical to my ideas when I first started creating the map. But the problems with this I encountered was first: empty spaces must be able to attack (no way to get around it if the board represented a real game), which I didn't like. Otherwise, there would be squares too lightly defended, or squares unreachable. And second: there is no good balance with this map, since it is naturally asymmetrical. Where would players get their initial territories? Since the idea of winning the game based on what initial area you got seemed unappealing, and it seemed too much effort to figure out how to balance this, I ended up making a more symmetrical board.
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Re: A Chess map

Postby Industrial Helix on Thu Apr 01, 2010 12:31 pm

Jeil wrote:! Lol why did it get abandoned? The was almost identical to my ideas when I first started creating the map. But the problems with this I encountered was first: empty spaces must be able to attack (no way to get around it if the board represented a real game), which I didn't like. Otherwise, there would be squares too lightly defended, or squares unreachable. And second: there is no good balance with this map, since it is naturally asymmetrical. Where would players get their initial territories? Since the idea of winning the game based on what initial area you got seemed unappealing, and it seemed too much effort to figure out how to balance this, I ended up making a more symmetrical board.


You could ask John9Blue...

But I think the final post int he thread pretty much said it all. He's swamped with school work at the moment and intends to finish it up over spring break. I would expect this one to be back soon and playable within a month. No promises though.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
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Re: A Chess map

Postby Timur the Lame on Sun May 02, 2010 5:37 pm

I just noticed this thread....I Proposed a 3-D star trek map which would give some complexity and thematic weight to the chess idea....see the thread here and let me konw what you think. Although Im prettty much useless in terms of programming and the like...let me konw and id be willing to do a collabo of some kind if you're interested.
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Re: A Chess map

Postby Timur the Lame on Sun May 02, 2010 5:38 pm

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