Moderator: Cartographers

no ideawcaclimbing wrote:Why is this still in map ideas?
Territory names
DONE
Working legends
DONE
Speculative Bonuses
DONE
Tentative Border Divisions
DONE
A working image done in some kind of graphic software. Pencil drawn images and images done on paint will not be accpected.
DONE
Two quality updates must be provided.
DONE
What's missing?
interestshadowsteel9 wrote:no ideawcaclimbing wrote:Why is this still in map ideas?
Territory names
DONE
Working legends
DONE
Speculative Bonuses
DONE
Tentative Border Divisions
DONE
A working image done in some kind of graphic software. Pencil drawn images and images done on paint will not be accpected.
DONE
Two quality updates must be provided.
DONE
What's missing?
I like that idea, it adds another layey of complexity to the map.shadowsteel9 wrote:in regards to hydrogen, here's another idea to think about. hydrogen forms what are called hydrogen bonds between its self and highly electromagnetic atoms. I propose letting it bond with those atoms. they include N,O,F,Cl,Br, and Kr. The symbol could be the lowercase symbol for the greek symbol delta, with an negagive symbol next to it and placed in the bottom corner of the element

lol owned muchMarvaddin wrote:Just to say, in my opinion there are 2 things that never will be good ideas, they were tried several times, but the whole concept is bad:
1 - keyboard
2 - periodic table
I think this is far from being a map, its really just an idea. Well, of course you can continue, but I think there is no way its going to be good.
Spend time in another project is my suggestion, just my 2 cents.
Your opinion is misinformed. Though I have not checked, I am certain that all of the other previous attempts at the Periodic Table were very simple, with nothing to break the map up and make it easier to move around on. 118 territories is a tall order for any map. And yet shadowsteel has taken some basic chemistry and turned it into perfectly plausible game mechanics that allow for easy mobility around the map without making it impossible to hold anything.Marvaddin wrote:Just to say, in my opinion there are 2 things that never will be good ideas, they were tried several times, but the whole concept is bad:
1 - keyboard
2 - periodic table
I think this is far from being a map, its really just an idea. Well, of course you can continue, but I think there is no way its going to be good.
Spend time in another project is my suggestion, just my 2 cents.
Ah, the beauty of Cations and Anions, allowing you to switch to either side of that "impassable" line with relative ease.takman2k wrote:You put a impassible line down, in between a bonus area. The blue on the right side in the area of II to V and 13 to 16. I would suggest to bridge an element together so you can keep the bonus together.
Due to the relatively easy-to-get bonus of Transition Metals, its excessive number of attack directions is justified. Also, the structure of the table anywhere else keeps bonuses possible while encouraging "total chaos" play on the Transitions. A game's army state will likely be the same as them in chemistry: always changing until stability (a winner) is reached.takman2k wrote:Do you really need so many directions you can attack and attack from? Maybe more borders are needed.
I do realize thats how the table is separated, but maybe rearrange/bridge things together more with more boundries.
TaCktiX wrote:One thing that I've thought about: What if Hydrogen had some really good bombardment privileges (like every single Transition Metal or something similarly ridiculous), but it could be attacked by every single anion (F, Cl, Br, etc.)? Right now it's Australia 2.0 because only Lithium (Li) can attack it and it gets a +1 bonus.
Also noted earlier by shadowsteel was the large amount of territory on this map. Assuming every territory is populated with a player, that's 14 territories per player in an 8 player game. Instant 4 bonus. In a 4 player game, it's 29 territories, a 7 bonus. With the +1 instant Hydrogen bonus and the +1 per 3's and +2 per 4 bonuses present on the map, someone could get a lucky drop and take out a LOT on the first turn. Certainly not early-game behavior. So what's the possibility of having neutrals on a good bit of the map? Say all players are restricted to starting positions within Periods III-VII and Groups 3-16 (no Alkali, no Alkaline, no Halogens, no Noble Gases, no Lanthanide, no Actinide, only Transition Metals and a portion of Other Metals, Semiconductors, and Organic Metals). That keeps the better bonuses locked up at game beginning and forces expansion out. Or is that too restricted? Please float some neutral suggestions.
EDIT: Also on the subject of making sure the bonuses don't start the game out of hand: what if there was no territory bonus at all? Getting 3 territories in Transition Metals is fairly easy, and at starting drop it's very likely a person would have 4-5 of them. If not no bonus, perhaps a fixed one so people don't get the drop shaft. Anybody else thinking along this tangent?
The territory names will be more detailed in the XML. People get away with abbreviations all the time in their map, we just happen to be using standard form abbreviations (take that with a grain of NaCl why don't ya?bryguy wrote:some comments
I dont like that this map is mostly made up of 2 letters per territ
In the bottom right of the map it says "Attack Directions." Then there's "Normal" showing a territory pointing toward 4 other territories. And then there's "Transition" which shows a territory pointing toward 8 other territories. I don't know how much clearer you can get than that. And if you're complaining about the Lanthanides and Actinides, the big neon green arrows should help you there.bryguy wrote:The map is WAY to confusing of who can attack who
A couple of the elements could use a resize (namely, Tungsten (W), Gold (Au), and Silver (Ag) at first glance). I'll see what I can do with a slight upsize of the harder-to-read ones. Some are a little stuck (like elements with Radioactivity on them), but those are almost universally readable.bryguy wrote:I cant read half these words
If you don't want to, don't play the map. I personally would love to play on a map like this, and I know I'm not the only one.bryguy wrote:Who would want to do more chemistry? school is already bad enough!


That lack of mobility on most bonuses will enhance their holdability, not limit it. As for the ionic bonds, I can readily see situations where a person would attack the opposing ion just to use as a buffer against getting attacked from that ion. Atypical gameplay, and I think that's a strong point. Not every map has to be cut/dried Risk to a T.Marvaddin wrote:You really got a little mobility... just a little, because the movement rule you called normal. So, if I have O, and want conquer P, I need take N or S before... huh, what a mobility, huh? So you put the smart ionic connections, making things even more unholdable than before.
You're ignoring one fact that I've already taken to heart: early game there will be very low reasonable way to notch down the good bonuses. I think we'll need to up the bonus numbers for the territories to be more in keeping with the ionics, but that's a later change. Gameplay will start primarily in the Transitions. Getting 3 in a row for that quickie +1 isn't that hard, and will keep people in the game. I personally hate games where you're spread to kingdom come and don't have a chance of ever starting. In this map, that's almost impossible. And that mobility problem on the further reaches of the map? Transitions attack in all 8 directions. So the focus of gameplay early to mid game fully fits the requirements of a good Risk map. The edge bonuses are stalemate breakers as army sizes get bigger.Marvaddin wrote:For example: I think a good strategy would be expand from Hydrogen. So, you could get 2 borders until you conquer K and Ca, and then you could with some more effort, maybe get both 1 and 2 columns having 4 borders, but what? All 13 territories on these columns are border ones, due to the bright idea of having ionic connections. In fact, in most 'continents' all territories are border ones: completely unholdable.
Hahahaha, really... What makes me to remember... that ion also has borders... But of course the smart player will conquer all of them, right? I agree, the bonuses are all very holdable once you conquer the whole mapTaCktiX wrote:As for the ionic bonds, I can readily see situations where a person would attack the opposing ion just to use as a buffer against getting attacked from that ion.

thats part of it (green arrows are really confusing also) but u say attacks for normal and transition, but u dont say which ones are normal and which are transitionTaCktiX wrote:In the bottom right of the map it says "Attack Directions." Then there's "Normal" showing a territory pointing toward 4 other territories. And then there's "Transition" which shows a territory pointing toward 8 other territories. I don't know how much clearer you can get than that. And if you're complaining about the Lanthanides and Actinides, the big neon green arrows should help you there.bryguy wrote:The map is WAY to confusing of who can attack who
There's kinda a bonus section called "Transition" mentioned, it's big, blue, and in the middle of the map...bryguy wrote:thats part of it (green arrows are really confusing also) but u say attacks for normal and transition, but u dont say which ones are normal and which are transition
Your complaints are noted, and shadowsteel and I will be taking a second look at map mechanics to make it more do-able bonus-wise. Expect more impassables and altered bonuses. Bummer your attitude sucks so much that if I wasn't a rational person you would have been ignored.Marvaddin wrote:Stuff