(see last posts...) I wonder if anyone in the community has the knowledge about 3Dprogramming.
What is needed is a slightly tilted CUBE in "true" 3D.
Please leave a note if you can help out.
Latest Version 59 (Big): (p.46)
- Click image to enlarge.
Latest Version 59 (Small):- Click image to enlarge.
The CUBE.
This thread is a continuing of the old thread:
[Split Up] The CUBE, The CUBOID & HyperCUBE - attack in 3D.
In the old thread 3 different maps were suggested. This is one of them.Idea:Multiple SMALL bonus possibilities gives every player a fair chance of using skill instead of luck in initial placement to win.
Attack in 3D makes it more interesting.
Territories:There are 64 territories/regions/vertices/balls/orbs that form 108 squares and 27 minicubes.
Bonuses:4 adjacent orbs connected to form a mini square give +1.
8 adjacent orbs connected to form a mini cube give an
additional +3.
Hold a yellow orbs within a minis quare or mini cube for an additional
yellow orbs bonus of +1.
- But a minisquare of 4 yellow orbs generate no
yellow orbs bonus.
Hold a outer layer solid color mini square for an additional +2.Initial placement:There will be 2 start positions of 4 yellow orbs each, on opposite corners of the yellow core mini cube:
y1-y3-y5-y7
y2-y4-y6-y8
To avoid unfair starting positions the yellow orbs are divided between the players so you get 4 yellow orbs in a 1 vs 1 game, 2 yellow orbs in a 3-4 player game and 1 yellow orb in 5-8 player games.
In the event of 3 or more players are all yellow orbs randomly allocated from either y1-y3-y5-y7 or y2-y4-y6-y8, so there is no chance to start with 2 connected yellow orbs.
The left over inner yellow orbs start as neutral 3.
All other (outer) orbs are randomly divided.
In a 2 player game this means 22 starter orbs each and 20 neutrals. (0 of the neutrals yellow)
In a 3 player game this means 20 starter orbs each and 4 neutrals. (2 of the neutrals yellow)
In a 4 player game this means 16 starter orbs each and 0 neutrals. (0 of the neutrals yellow)
In a 5 player game this means 12 starter orbs each and 4 neutrals. (3 of the neutrals yellow)
In a 6 player game this means 10 starter orbs each and 4 neutrals. (2 of the neutrals yellow)
In a 7 player game this means 9 starter orbs each and 1 neutrals. (1 of the neutrals yellow)
In a 8 player game this means 8 starter orbs each and 0 neutrals. (0 of the neutrals yellow)
Previous alternative: All yellow orbs start with neutral 2.History:It all started with that I wanted to play a 3D map. There was none, so I made a 3*3*3 cube map myself.
People started saying that they thought it was too small of a map with its 27 territories.
(I still think it is just as good as many other maps like "Doodle Earth" with its 18 territories, or "Duck and Cover" with its 24 territories.) So I made 2 more versions of the map, one that was 5*3*3 and one the was 4*4*4. The thread now started to get very hard to manage with so many different versions, so I decided to split it up into 3 different threads, shown below as a), b) and c).
Original Map Thread. (Started 2007 11 20 16:21 Now Locked @ 124 posts)
Legend:There are 64 orbs.
They form 108 mini squares worth +1
and 27 mini cubes worth additional +3.
Yellow orb additional +1 if included in one or more mini square/s or mini cubes
--but-- not for a mini square with only 4 yellow orbs.
Previous Versions:Version 34 (Big): (p.25)
Took away the additional +2 mini square color bonus
Added legend about names system
Made the legend text smaller
Made corner numbers 1-8 visually bigger
Latest Version 34 (Small):Version 31 (Big): (p.22)
Changed the legend back to +1 for all yellow ball bonuses.
Added that a 4 yellow ball mini square would not generate any yellow ball bonus by itself. This to avoid unfair start position because in a 2 player game it is impossible to avoid starting with less than 4 yellow balls each.
Added an astronaut for extra space feeling.
Version 28 (Big): (p.21)
Changed the ABCD-1234-wxyz system to a system based on the colors and a number 1-8 "snake" of the outer corner balls.r for red, b for blue, c for cyan, p for pink, g for green, o for orange, y for yellow.
If you can remember the color positions and the shape of the number snake, then it will be pretty easy to determine positions.
http://123fresno.com/hypercube/hypercubeDevelopment28.jpgVersion 27 (Big): (p.20)
Went back to the rule of including the yellow balls in one or more mini squares or mini cubes to get the "yellow ball bonus", partly because it improved the initial number of starter balls, partly because I believe the gameplay improves from it.
Raised the "yellow ball bonus" to +2.
Added a "outer layer same color mini square bonus" of +2.
http://123fresno.com/hypercube/hypercubeDevelopment27.jpgLatest Version 26 (Big): (p.18)
The "other background" + changed green to brown
http://123fresno.com/hypercube/hypercubeDevelopment26.jpgLatest Version 25 (Big): (p.18)
Tried another background with night earth.
http://123fresno.com/hypercube/hypercubeDevelopment25.jpgVersion 24 (Big): (p.18)
Changed the background. Gave NASA credit according to their policy. Image is free to use.
Changed around colors on grid.
Simplified explaining text/image.
Changed yellow bonus to make gameplay easier to understand.
http://123fresno.com/hypercube/hypercubeDevelopment24.jpgVersion 21 (Big): (p.14)
Changed black borders to shadows on rods.
Darkened the background slightly.
http://123fresno.com/hypercube/hypercubeDevelopment21.jpgVersion 20 (Big): (p.13)
Tweaked colors slightly.
Defined rods with black.
Rods connect with vertices in a 3D manner.
http://123fresno.com/hypercube/hypercubeDevelopment20.jpgVersion 19 (Big): (p.12)
A special map for
gimil, since he then was the graphics stamp guy.
http://123fresno.com/hypercube/hypercubeDevelopment19.jpgVersion 18 (Big): (p.12)
New color system with faces in different colors, after request from
gimilhttp://123fresno.com/hypercube/hypercubeDevelopment18.jpgVersion 17 (Big): (p.10)
http://123fresno.com/hypercube/hypercubeDevelopment17.jpgVersion 16 (p.10)
ABCD - wxyz - 1234
(Big:)
http://123fresno.com/hypercube/hypercubeDevelopment16.jpg(Small):
http://www.123fresno.com/hypercube/hypercubeDevelopmentMini16.jpgVersion 15 (Big): (p.9)
http://123fresno.com/hypercube/hypercubeDevelopment15.jpgVersion 14 (Big): (p.
http://123fresno.com/hypercube/hypercubeDevelopment14.jpgVersion 13 (Big): (p.7)
ABCD - EFGH - 1234 to name the balls
http://123fresno.com/hypercube/hypercubeDevelopment13.jpgVersion 12 (Big): (p.7)
A-P and 1-4 to name the balls
http://123fresno.com/hypercube/hypercubeDevelopment12.jpgVersion 1 (Big):http://123fresno.com/hypercube/hypercubeDevelopment1.jpgPREVIOUS THREAD:http://www.conquerclub.com/forum/viewtopic.php?f=242&t=32831Version 10 Version 9 Version 8 Version 7 Version 6 Version 5 Version 4 Version 3 Version 2 Version 1 Big/Small MapBig map 725px*715px. Small map 608px*600px.
XMLXML is here.