Moderator: Cartographers
ctgottapee wrote:AND THE MOST IMPORTANT THING IS TO NOT LET THE MAP GO LIVE WITHOUT EXTENSIVE PLAY TESTING!
lt_oddball wrote:just a swift glance.
I like the colour and hexesstyle map.
Questions:
1) How did you decide on where to have the impassable lines and where not ? (seems some zones are very well protected and others a bit more open..) and why aren't there a few impassable lines WITHIN the largest bonuszones (15 terr.) so that in an early stage a player with majority spawn (there, but just not major enough to conquer it whole BEFORE the adversaries have conquered a few small bonuszones) can decide on expanding in the largest bonuszone instead of that everyone aims immediately for all the smallest bonuszones and expand from there) ?
2) "territory bonus capped at 10 " is not clear enough.
Make it e.g. "only basic territories bonus capped at max 30/3".
3) what do you mean by "all honey storage cells border eachother " ?
I can attack from L12 to HSC 3 (which is a territory ?) occupy HSC3 and from there attack HSC1, occupy that one and attack C5 immediately .?
Is that the idea ?
ctgottapee wrote:my two cents:
a. big logos are tacky and irrelevant to a map. so in my map example i de-emphasized them without removing them
b. map size is an issue as constant scrolling sux on big maps with lots of moving. so i present an alternative on my map example to constrict all the pertinent info to one line. don't clutter an elegant map with text
b1. impassable border text is not needed as this map type has existed elsewhere without an explanation needed. also map hover will clue you in on borders.
b2. text for how the cells are named shouldn't be needed as the cell naming needs to be obvious to be useful
b3. storage cells border each other removed
c. gave the cluster node the name of a Queen type. although it doesn't make sense for a hive to have 5 queens, it does fit with a warfare style map where one queen is trying to take over.
d. the comb sizes are too big to be useful when playing. compare it to the large World map which has no 10+ cell terrs.
e. suggestion: make queens/cluster node cells a negative bonus
f. i like the new colors, great work on that in V3
AND THE MOST IMPORTANT THING IS TO NOT LET THE MAP GO LIVE WITHOUT EXTENSIVE PLAY TESTING!
far too many maps have come out lately with great ideas but just bomb when actually played. no need to rush.
my map example, i didn't perfect it, just wanted to show examples, using your orig design
DID NOT SHOW MAP TO KEEP POST SIZE SMALLER
http://img269.imageshack.us/img269/2369/mapalt.jpg
porkenbeans wrote:I like the idea of a very large map, although I think that there might be too many territs here. Once you get the army counts on it, it will look like a sea of numbers, and may be just too hard to distinguish between them. I think that you have gone beyond the playable limit. Also with everything in such perfect rows, it will be somewhat monotonous, to say the least.
I think that you could possible pull this off if you were to decrease the territory count a bit, and consider a slightly different pattern that is not so ordered in perfect rows.
here are some examples of what I mean.
I hear where you are coming from, but I have to disagree on your conclusion that you can cram more territs in, because they are in orderly rows. Not true. In the examples That I posted, there are actually 4 different shapes. 3, 4, 5, and 6 sided. They take up all the available space, and are for the most part, of equal size. It makes no difference what shape the territs are. If the relative size are the same, you can create just as many territs either way. It looks like you have just over 300 territs. I think that if you reconsidered lowering the number down to no more than 250, you can make them a little larger and can also make it much more interesting and challenging too, if you went with a layout that was not so organized in straight rows. You would still have the map w/the most territs. but it would have more appeal to the strategists among us.WidowMakers wrote:porkenbeans wrote:I like the idea of a very large map, although I think that there might be too many territs here. Once you get the army counts on it, it will look like a sea of numbers, and may be just too hard to distinguish between them. I think that you have gone beyond the playable limit. Also with everything in such perfect rows, it will be somewhat monotonous, to say the least.
I think that you could possible pull this off if you were to decrease the territory count a bit, and consider a slightly different pattern that is not so ordered in perfect rows.
here are some examples of what I mean.
Thanks for the post pork. I agree that there will be tons of numbers and it will be very busy. But that is the point. I will post a version with numbers to let everyoen see. It si crowded but all is viewable.
Also the unsymmetrical shapes actually make it harder to cram in territories. The hex style fits perfectly since the 88's and the hex names are staggered. it makes for good packing.
WM
porkenbeans wrote:I hear where you are coming from, but I have to disagree on your conclusion that you can cram more territs in, because they are in orderly rows. Not true. In the examples That I posted, there are actually 4 different shapes. 3, 4, 5, and 6 sided. They take up all the available space, and are for the most part, of equal size. It makes no difference what shape the territs are. If the relative size are the same, you can create just as many territs either way. It looks like you have just over 300 territs. I think that if you reconsidered lowering the number down to no more than 250, you can make them a little larger and can also make it much more interesting and challenging too, if you went with a layout that was not so organized in straight rows. You would still have the map w/the most territs. but it would have more appeal to the strategists among us.
Thanks again pork but we are going to have to disagree here. Feel free to start your stained glass map. If you need any help or ideas, I will try to help. We will be sticking with the hexes (Bee Theme) and moving forward.porkenbeans wrote:I am not trying to beat a dead horse here. But I want you to understand me. The concerns that you have with naming them, and finding them, is a good point, but it can easily be addressed if you just have different colored regions. then it would be no problem in having enough letters. Also by doing this you actually make it easier to locate a territ. Also if you think about it, the different colors and different shapes would add to the map in the way of bonus possibilities.
I have done a lot of thinking on this, as I myself have thought of making the map with the highest territ count. As a matter of fact my first thoughts were to make it the exact same way as you have, but I thought that it was just too damn boring once I saw what it looked like. I tried different shapes in organized rows as you have. The one that I liked the most was an octagon and square pattern. It was not as boring, but I still was not happy with it. It hit me one day when I was looking at some stained glass and mosaic tile artwork. I thought that if I were to take on the project, That is the way I would need to go. You could still create the highest territ count map, and make it something that had some artistic value as well. Not to mention the added complication in the way of evaluating and playing the map.
Do you know what the highest teriit count map is at CC ? I do NOT think that you need over 300 to top it. 200 -250 should be a number to shoot for in my opinion.
Danyael wrote:How's retirement
so i'm not a huge fan But i'm 100% for having such a grand sized map
-colours are a perfect choice not colour blind issues with that one
-as i mentioned in a pm i had my qualms but with all the "buzz" and the added bee theme
its nothing but thumbs up
-your numbering system is better then before a lot more easy to follow
-only nit pick is m's and n's look simialar (maybe try and make the text stand out a little more
but it not a critical thing imo
-Gameplay well with no rules other than a standard gameplay is perfect and additions would
ruin in all important info is nicely setup on the legend and nothing is questionable
as I'm not a big Unlimited player this map will require a neat stratgy and a good killing spree
two of the main things that will make this peoples favorites goodjob WM
ps sorry for not having anything bad to say there isn't any major issues i can see
Thanks WM. btw, what IS the map w/most territs at CC ?WidowMakers wrote:Thanks again pork but we are going to have to disagree here. Feel free to start your stained glass map. If you need any help or ideas, I will try to help. We will be sticking with the hexes (Bee Theme) and moving forward.porkenbeans wrote:I am not trying to beat a dead horse here. But I want you to understand me. The concerns that you have with naming them, and finding them, is a good point, but it can easily be addressed if you just have different colored regions. then it would be no problem in having enough letters. Also by doing this you actually make it easier to locate a territ. Also if you think about it, the different colors and different shapes would add to the map in the way of bonus possibilities.
I have done a lot of thinking on this, as I myself have thought of making the map with the highest territ count. As a matter of fact my first thoughts were to make it the exact same way as you have, but I thought that it was just too damn boring once I saw what it looked like. I tried different shapes in organized rows as you have. The one that I liked the most was an octagon and square pattern. It was not as boring, but I still was not happy with it. It hit me one day when I was looking at some stained glass and mosaic tile artwork. I thought that if I were to take on the project, That is the way I would need to go. You could still create the highest territ count map, and make it something that had some artistic value as well. Not to mention the added complication in the way of evaluating and playing the map.
Do you know what the highest teriit count map is at CC ? I do NOT think that you need over 300 to top it. 200 -250 should be a number to shoot for in my opinion.
Thanks
WM
porkenbeans wrote:Thanks WM. btw, what IS the map w/most territs at CC ?
porkenbeans wrote:WOW, 454 ?
That is fricken awesome.
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