Moderator: Cartographers
chipv wrote:Quick question as I never have played them -
AOR 2 has autodeploy or autodecay or both?
AOR 3 has autodeploy or autodecay or both?
the.killing.44 wrote:Impassables as a tag?
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TaCktiX wrote:the.killing.44 wrote:Impassables as a tag?
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Impassables are a given in a lot of maps. The absence or severe reduction in them should be noted. Their presence should not.
natty_dread wrote:I was wrong
TaCktiX wrote:Well I was going to help, but it appears that everyone already got all the stuff. I would motion for another tag to be added: Open Gameplay.
Open Gameplay Through a lot of connections or a lack of impassables, movement on this map is very unrestricted, making some bonuses harder to achieve.
Maps that have Open Gameplay off the top of my head: The Citadel (4-way Battalion connections...and the Deck), Conquer 4 (8-ways), City Mogul (those subways)
EDIT: And The Citadel has Dead Space, in the form of The Parade Deck, The Trailers, Locker Rooms, and McAlister Field House. None of them contribute to bonuses.
EDIT 2: Oasis isn't done yet, so...
Oasis Decay, Dead Space, Strategic Resources, Victory Condition, Open Gameplay (if it's accepted)
TaCktiX wrote:One thing I'm noticing missing that I think should be present is examples of the gameplay techniques we're finding. Perhaps it can be an exhaustive list of territories affected, or maybe text examples. Here's what that'd look like for The Citadel:
Dead Space: The Parade Deck, The Trailers, McAlister Field House, and Locker Rooms
Killer Neutrals: The Parade Deck
Open Gameplay: Anything connecting to the Parade Deck and the battalion 4-way connections
chipv wrote:So in this case the complete list of maps with Open Gameplay.
BaldAdonis wrote:chipv wrote:So in this case the complete list of maps with Open Gameplay.
I think this is too vague to quantify. You could look at the average number of adjacent territories, but then the example of The Citadel doesn't have much more than most other maps. It just has one, large central territory, with 15 connections. The rest bring the average down to 4.3. Compare Classic, which averages 3.8, and Waterloo or Supermax, each of which has at least 14 territories with around 20 connections each, and average 10 and 8.
Maps with Dead ends are useful to know, but it's more valuable with the number of such territories (ie. for setting up escalating games, 1 or 2 are alright, but a map with 8 leads to stalemates).
ZeakCytho wrote:Would it be possible to search by tag?
chipv wrote:Magnificent effort.
Ok, we're bound to have arguments over Naming confusion but please post any corrections here and / or additions when they come.
I am writing the new code for this to go into the database now so we'll get a good look soon. (Easy to edit after).
cairnswk wrote:chipv wrote:Magnificent effort.
Ok, we're bound to have arguments over Naming confusion but please post any corrections here and / or additions when they come.
I am writing the new code for this to go into the database now so we'll get a good look soon. (Easy to edit after).
naming confusion....->My word you will. Especially from me. i just found this thread.
May i suggest that i accept that some of my maps (and others have naming confusion as you call it) however, because the word confusion has negative connotations, perhaps you would consider using "naming challenges".
If i wanted to be a real bad guy and "confuse" players with my difficult maps, then you could accuse me of being confusing, however, i prefer to "challenge" players to use their gray matter and think about some situations before they "jump in" the deep end.
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