White Map / The Cave (Please move to the Recycling Box)
Posted: Wed Oct 10, 2012 12:07 pm
Edit: Due to BOB, the whole idea doesn't work (see: http://www.conquerclub.com/forum/viewtopic.php?f=63&t=179504&p=3927338#p3927338 )
Map Name: White Map (scroll down for a similar map: The Cave)
Mapmaker(s): Huegelkoenig
Number of Territories: ~80-120 (?)
Special Features: you don't see which territories are connectected
What Makes This Map Worthy of Being Made: it's really confusing
The Idea:
Some time ago i came up with the idea of a map, where you have to play almost blind.
By the term blind, i mean:
Territories are spread widely over the whole map. Connected territories don't have to be close to each other.
You can see where the territories are, but you can't see to which territories they are connected to .
To increase the confusion, there are a lot of one-way-attacks.
Map Image + Description: White Map
To give you an idea how a map like this could look like, i quickly drew a map with 20 territories.
The pink arrows indicate how the territories are connected. Of course, in the final map, you wouldn't see those arrows, just the blank white map with some circles indicating the territories.
I know, you wouldn't even need those circles, since you can see where the territories are via the troopcount (or the ? in a game with fog of war), but i think it would prevent some missclicks.
How to play:
If its your turn, you will be able to see where you can attack/reinforce via the dropdown menu (i know, clicking on the map is much easier/faster/better_in_any_way, but in this case this would end in trial and error).
Attention should be paid to:
Bonuses/Objectives:
+1 for every 4 territories, minimum of 3, maximum of 10,
no other bonus,
no objective.
-----------------------------------------------------------------------------------------------------------
While i was thinking about this whole "White Map" idea, i thought that a white map (blank white or with those circles indicating the territories) would soon or later lead to eye-cancer
That's when i came up with another idea:
Map Name: The Cave
Number of Territories: ~120 (?)
The main idea stays the same:
Theres a huge cave in the middle of the map, surrounded by 8 seperated regions (4 on each side), with each region containing 9(?) territories ( =total of 72(?)regions outside the cave).
In each region, 8 of those territories are "starting territories" (not like in "Feudal Epic", just the usual random distribution)
The ninth region starts with "neutral 5"(??more?) and is used as an entrance (and exit???) to the cave.
Inside the cave, there are ~50+ territories starting as "neutral 1" and the gameplay is the same as in the White Map, you can't see which territories are connected to each other (because its dark ).
Bonuses/Objectives:
+2 for holding a whole region, (**or skip this)
+1 autodeploy on the cave entrance (**and increase the autodeploy),
+1 for every 4 territories, minimum of 3, maximum of 10,
hold all territories inside the cave to win
Map Image: The Cave
Note: This picture should just give you an outline about what i had in mind. I didnt watch out for dead ends, the number of territories in the regions, etc. Of course, you wouldnt be able to see those pink arrows in the final map.
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Since both maps are build on the same idea, i would only (try to) make one of those... Thats why i didnt start two topics.
Any feedback is welcome!
Map Name: White Map (scroll down for a similar map: The Cave)
Mapmaker(s): Huegelkoenig
Number of Territories: ~80-120 (?)
Special Features: you don't see which territories are connectected
What Makes This Map Worthy of Being Made: it's really confusing
The Idea:
Some time ago i came up with the idea of a map, where you have to play almost blind.
By the term blind, i mean:
Territories are spread widely over the whole map. Connected territories don't have to be close to each other.
You can see where the territories are, but you can't see to which territories they are connected to .
To increase the confusion, there are a lot of one-way-attacks.
Map Image + Description: White Map
To give you an idea how a map like this could look like, i quickly drew a map with 20 territories.
The pink arrows indicate how the territories are connected. Of course, in the final map, you wouldn't see those arrows, just the blank white map with some circles indicating the territories.
I know, you wouldn't even need those circles, since you can see where the territories are via the troopcount (or the ? in a game with fog of war), but i think it would prevent some missclicks.
How to play:
If its your turn, you will be able to see where you can attack/reinforce via the dropdown menu (i know, clicking on the map is much easier/faster/better_in_any_way, but in this case this would end in trial and error).
Attention should be paid to:
- There shouldn't be any dead ends or a bunch of territory you wouldn't be able to "leave".
==> For every territory there has to be a route to any other territory - Territories shouldn't be connected to too many other territories.
Mainly to prevent some territories to be more important than others, but also to decrease the click-and-search-process via the dropdown menu.
I'd say "A territory should neither be able to attack more than 4 other territories nor be attacked from (*) more than 4 other territories" is a good start.
Bonuses/Objectives:
+1 for every 4 territories, minimum of 3, maximum of 10,
no other bonus,
no objective.
-----------------------------------------------------------------------------------------------------------
While i was thinking about this whole "White Map" idea, i thought that a white map (blank white or with those circles indicating the territories) would soon or later lead to eye-cancer
That's when i came up with another idea:
Map Name: The Cave
Number of Territories: ~120 (?)
The main idea stays the same:
Theres a huge cave in the middle of the map, surrounded by 8 seperated regions (4 on each side), with each region containing 9(?) territories ( =total of 72(?)regions outside the cave).
In each region, 8 of those territories are "starting territories" (not like in "Feudal Epic", just the usual random distribution)
The ninth region starts with "neutral 5"(??more?) and is used as an entrance (and exit???) to the cave.
Inside the cave, there are ~50+ territories starting as "neutral 1" and the gameplay is the same as in the White Map, you can't see which territories are connected to each other (because its dark ).
Bonuses/Objectives:
+2 for holding a whole region, (**or skip this)
+1 autodeploy on the cave entrance (**and increase the autodeploy),
+1 for every 4 territories, minimum of 3, maximum of 10,
hold all territories inside the cave to win
Map Image: The Cave
Note: This picture should just give you an outline about what i had in mind. I didnt watch out for dead ends, the number of territories in the regions, etc. Of course, you wouldnt be able to see those pink arrows in the final map.
------------------------------------------------------------------------------------
Since both maps are build on the same idea, i would only (try to) make one of those... Thats why i didnt start two topics.
Any feedback is welcome!