Moderator: Cartographers
natty_dread wrote:I was wrong
gimil wrote: Pawns in there starting positions can move two spaces on there first move and one there after.
MrBenn wrote:I'd be inclined to move the army numbers to the left-hand side of the square, so that 3-digit numbers don't overlap onto a differnet square.
[Advanced Draft]
Downey wrote:Nice idea! Question: can empty spaces attack after they've been conquered?
For example, D1 attacks E1; can E1 attack E2?
gimil wrote:'Chess pieces may attack any square that they could move to in real chess'
I know how to play chess but I be there are loads of players out there that don't know. Your going to have to put a graphical representation on the map to show how each piece can move.
gimil wrote:However this graphical representation can cause problems with pawns. Pawns in there starting positions can move two spaces on there first move and one there after, but they can also one move in one direction, which would differ between black and white.
gimil wrote:You also have conflicting rules, like pieces cannot attack a piece of the same colour. I see that D4's piece can move to B3's piece through one rule but stopped by another.
You have many a challenge ahead of you for this map my friend. I wish you luck and hope to see you in the main foundry soon.
natty_dread wrote:Do ponies have sex?
(proud member of the Occasionally Wrongly Banned)Army of GOD wrote:the term heterosexual is offensive. I prefer to be called "normal"
natty_dread wrote:I was wrong
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Fire Mario wrote:I would adjust the bonuses a bit to maybe:
Pawn=1
Bishop/Knight=2
Rook=3
King/Queen=5
In real Chess, point values for each of the pieces for each of the pieces are as follows:
Pawn=1
Bishop=3
Knight=3
Rook=5
Queen=9
King=Priceless
I'd recommend changing the bonuses to reflect this.
ustus wrote:just one thing that bugs me as a chess player - you have the peices able to attack any space they could move over, which means the knight suddenly becomes a much more useful peice. I used to play a lot of chess, and the limitaitions of a knight's attacks are sort of tied into the peice in my mind. I think it would be more like chess if you had the peices attacking only squares they could normally attack, like you have with the pawns. Never made a map before, so let me know if there's a reason that doesn't work.
gimil wrote:Most of the rebuttel you gave me if heavily weight towards the assumption that everyone knows how to play chess. Your idea that MOST people know how to play it (I feel) is a little fabricated. Rules for maps have to be explained clearly on a map for CC. you can't refer to rules for other games outside CC.
Sorry but thats the way it is.
p.s. once your photoshop trial is over, its over. CS4 has just came out I believe, so you may be able o get a trial for that at adobe.com. (Assuming your last trial wasn't photoshop CS4)
Gilligan wrote:I don't know if this has been brought up or not... But what about the visibility of the gray armies on black spaces?
edbeard wrote:the placement of your pawns has made their instructions easy. Pawns may attack in their column in row 3 or 4 unless blocked by another piece (on either team).
the other pieces might be best done via visual aid since the knight's attack is complicated/long to explain in words. words overall take up less space than a bunch of pictures though.
you have space to add to the bottom of your map for these instructions.
The Neon Peon wrote:Why not say this... if they don't know how to play chess, they can:
1. Not play the map
2. Search the rules up online and actually learn something useful.
Either way, someone wins.
ZeakCytho wrote:I think the best way to do it would be to have small diagrams showing a blank board (or section of the board) with the piece in question in it and, shaded in some color, all the spots it can attack. You'd only need 6 - pawn, rook, bishop, knight, king, queen - maybe 7, for front-row pawns having the move-two-spaces ability, but you could probably just make a note saying "Pawns in rows 2 and 7 can attack two spaces ahead."
As for the legend, try this text instead. "Chess pieces may attack any square as shown by the diagrams below. Empty squares may attack adjacent squares [and pieces]. Pieces of the same color cannot attack each other."
Then put the note about autodepoying right below - where it says "Piece Bonuses:", change to "Piece Bonuses: (Autodeploy)", perhaps with the parenthetical note on the line below in a smaller font.
You should also mention that you get the bonus for each piece. Right now it looks like you need the black and white pair to get the bonus, which makes no sense considering there are more than 2 of some pieces.
The objective text should also note that you need to hold them for one round. This has been a major point of contention with people playing other objective maps in the past.
I believe someone mentioned this before, but putting arrows on the left side of the board showing which way black and white pieces are moving can't hurt. Also, and this has been said too, try moving the army shadows to the left of the square.
Keep up the good work
Fire Mario wrote:I would adjust the bonuses a bit to maybe:
Pawn=1
Bishop/Knight=2
Rook=3
King/Queen=5
In real Chess, point values for each of the pieces for each of the pieces are as follows:
Pawn=1
Bishop=3
Knight=3
Rook=5
Queen=9
King=Priceless
I'd recommend changing the bonuses to reflect this.
LED ZEPPELINER wrote:wait do people start on some of the peices?
TaCktiX wrote:Small note, Bishop is 3.5 according to most systems. Also, the point system in chess assumes a full board of pieces and an active exchange of turns, neither of which are true for this map. I would suggest shaping the bonus system more in keeping with the actual bonuses seen, though that could be difficult with the numerous different pieces on the board.
I find it a crying shame that we have to illustrate the rules of one of the oldest games in history just to "be on the safe side", but since the Word of Gimil says that it must be so, here's what I suggest:
- Kill the text box, in its entirety.
- Have an "Attacks" heading.
- Have 3x3 chess square boxes for pawn, empty, and king. Illustrate with arrows.
- Have 5x5 chess square boxes for queen, rook, bishop. Illustrate with arrows.
- Note that same-color pieces can't attack each other somewhere (or can they?)
- Make the bonus notes a little smaller. Chess symbols are different enough that you can make them much smaller if needed.
- Since you nixed the auto-deploy note in the text box, note that all bonuses noted are auto-deploys above or below the bonus notes.
All of that should fit rather easily into the space you have provided. Heck, you might even have space to cut down on the height of the map by a bit.
Gameplay-wise, I would be biased in favor of changing bonuses around per piece, especially in the cases of the queens. I also think that the bonuses are fairly small considering the size of the map (64 territories). Buffing higher-power pieces while keeping the Pawns the same should do the trick.
One other thing to note: the 88's are rather hard to see on black-piece squares. I would suggest a fully opaque bounding box for them that's in the style of a chessboard or some-such.
TaCktiX wrote:And woot, your map got
for the first time.
cramill wrote:Having attempted and failed at making a chess map for CC (I gave up and my idea wasn't that well liked because it didn't really work), I think your idea is quite a bit better than mine. Good work. I'm sure you'll get plenty more feedback on this.
ZeakCytho wrote:ustus wrote:just one thing that bugs me as a chess player - you have the peices able to attack any space they could move over, which means the knight suddenly becomes a much more useful peice. I used to play a lot of chess, and the limitaitions of a knight's attacks are sort of tied into the peice in my mind. I think it would be more like chess if you had the peices attacking only squares they could normally attack, like you have with the pawns. Never made a map before, so let me know if there's a reason that doesn't work.
Unless I misunderstood what John has in the current version, I don't think you're correct. A knight can only attack spots it could move to in a real chess game, not empty spaces along its route. Blank spaces can attack adjacent blank spaces, however, and they can attack adjacent pieces too (though the piece cannot necessarily attack all adjacent spaces, unless it is a king or queen). So...I think what you're suggesting is what is already in place. And if not, it's definitely the way this map should be done.
natty_dread wrote:Do ponies have sex?
(proud member of the Occasionally Wrongly Banned)Army of GOD wrote:the term heterosexual is offensive. I prefer to be called "normal"
sailorseal wrote:Very nice but could you make it a little bigger?
natty_dread wrote:Do ponies have sex?
(proud member of the Occasionally Wrongly Banned)Army of GOD wrote:the term heterosexual is offensive. I prefer to be called "normal"
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