Moderator: Cartographers
CJ Lues wrote:Awesome idea!!!!!!
Though I only understand it 80% * 1.25 / 2 * 4 / 10 + 70% - 60% * 10 / 3
No using a calculator for this problem...!
I like the "Winning equation"
isaiah40 wrote:Though the concept looks like it would be interesting, I believe that this map will be too complicated for the average player.
maasman wrote:isaiah40 wrote:Though the concept looks like it would be interesting, I believe that this map will be too complicated for the average player.
Then the average player doesn't have to play it. I'm not a huge fan of a lot of the new maps, but I'm not forced to play them. So whoever this "average" player is, then they can simply ignore this one, as I have done to most maps recently.
Gillipig wrote:Thinking as how there's no pressure to get things done quickly in the foundry, I thought I'd give map making another go. I'll try "gimp" this time. Seeing as how most of it looks exactly like Photoshop I understand the symbols gimp use. The map idea is not based on a land territory or some other image. The theme is math. And territs will be named after numbers, letters and other symbols used in math. Bonuses will be holding number, letters and symbols necessary to have different formulas. Such as: a^2+b^2=c^2 and c^2=a^2+b^2-2ab*CosC. For the first one you need a "a^2", "+", "b^2", "=" and "c^2". As for the second one you need what you have in the first one plus "-", "*", 2"ab" and "CosC". Anyone who plays this map will get a math lesson as well. I'll do my best to answer any questions. And before you ask yes I'm fairly good at math ! Not an expert and I'm sure that someone here is better but I'd say I'm better than at least 95%.
This map is very much in it's first stage and I've not decided much. But here's a list of things I know I want:
It will be about math. duh
Players will have 1 starting position and they will be separated by a lot of neutrals.
The map will be a labyrinth with dead ends.
Gameplay and strategy will be very advanced.
Bonuses and territs will be math inspired.
everywhere116 wrote:You da man! Well, not really, because we're colorful ponies, but you get the idea.
shieldgenerator7 wrote:Looks good so far, GP!
One thing I do have to say is you have to be able to position the troop numbers in such a way so that one can tell where they belong but also so that the troop numbers don't cover up the math symbols in the box.
Flapcake wrote:shieldgenerator7 wrote:Looks good so far, GP!
One thing I do have to say is you have to be able to position the troop numbers in such a way so that one can tell where they belong but also so that the troop numbers don't cover up the math symbols in the box.
Agree, it could be solved by going super size with it
natty_dread wrote:There's such a concept in game design as "artificial difficulty".
Normally, when you want to design a good game, and you want it to be challenging, you come up with things that genuinely challenge the player. For example, for a platform game, you could have a part where you have to make very precise jumps and grab a mushroom on the fly in a fraction of a second... that'd be a fair challenge.
Then there's artificial difficulty... a lazy programmer could, for example, create more challenge by creating levels with traps that you have no way of anticipating, so that you have no choice but to play the level over and over again and memorize the traps, or he could make the controls so stiff and unresponsive that they make it hard to perform the required actions... this would also add challenge to the game, but it wouldn't be a fair challenge, and it would frustrate the players. And it makes for a bad game.
Here, you say you want to make "a difficult map", which is fine as a goal. There are plenty of difficult maps that are good. But the way you're going at it is all wrong. You're creating artificial difficulty by making the bonuses and gameplay structure hard to figure out. In other words, the challenge is not in figuring out the perfect strategy for the map, the challenge is figuring out how the damn map works. The rules of the map should be clear for every player, everyone should be able to figure out which territories give what bonus without writing a thesis about it. That's not where the challenge should be. The challenge should be in figuring out a good strategy to utilize those bonuses.
So you want to create a complex, challenging map, that's fine, but you can't do it by intentionally obfuscating the gameplay structure so that it's hard to figure out what does what. That's just artificial difficulty and it makes for sucky gameplay. The correct way to go is to make the gameplay as clear as possible to everyone, and find other ways to create challenge for the players.
Rih0 wrote:just some ideas, if you reply or not i wont check anyway
E=mc² is mostly physics than math.
its nice if you go for units of measure if you want to increase the territory count, even the ones we dont use mostly.
you should work with the notion of micro, mili, kilo, mega, giga, etc.
Dukasaur wrote:Rih0 wrote:just some ideas, if you reply or not i wont check anyway
E=mc² is mostly physics than math.
its nice if you go for units of measure if you want to increase the territory count, even the ones we dont use mostly.
you should work with the notion of micro, mili, kilo, mega, giga, etc.
I understand why he put E=MC^2 in the centre; he wanted a famous equation as the centrepiece, and you're right: it is more physics than math. I think the most famous genuinely mathematical equation is the Perfect Pythagorean: 3^2+4^2=5^2. That's what I'd use as my centrepiece.
Then, all the bonuses could be variations on a Pythagorean theme (that includes all trigonometry, which at its core is based on the Pythagorean theme, and a whole lot more.) I think it's about as much math as the average player can wrap his head around. I wouldn't go any more complex than that.
guidelines wrote:Player-friendliness - Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear, concise and consistent; the map itself should be free of unnecessary or cumbersome rules that push it over the line separating complex from confusing.
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