Moderator: Cartographers
aage wrote:Never trust CYOC or pancake.
I believe that isn't true, but don't know whether I'm able to formulate rules. Must think...pancakemix wrote:Any map with ports would be non-planar, I'd guess.
But here (in GD) is much bigger audienceTwill wrote:Hey Bald,
Interesting ideas, I think they belong here more appropriately (cartos, forgive me if I moved it to the wrong place)
Hopefully some discussion gets going on this
Twill
Not exactly. The New World has ports, but they don't all attack each other, and there aren't enough of them. A lot of maps like this though (with special attack rules that aren't drawn on the map) will qualify.pancakemix wrote:Any map with ports would be non-planar, I'd guess.
I think complexity has a lot more to do with the average number of attack lines from each territory (the "connectivity" of the map), but in order to get this number higher, it's necessary to create non-planar maps, so they certainly do help.gdeangel wrote:This is something I consider to be very relevant to distinguishing gameplay. Some maps considered "simple" are, in fact, able to have very complex strategies without all types of crazy bonus logic, by using this principle (excluding bombardments).
I'm not sure about D-Day, but it's got a lot of territories, so it will take some time to collapse the unimportant ones to check it. AOR 2 is non-planar, because although the ice blocks some ports, it leaves 5 in the north, all connected.gdeangel wrote:I also think that AoR1 & 3 fit the bill, but that AoR 2 would be planar because of the ice blocking some of the ports. (again, someone check my math here
I don't. Here, mapmakers will see them, but none one else will. I don't think they're very interested with the theory of game play, but casting a wider net (in GD) might catch someone who is. In fact, I think you've already managed to scare away someone who was thinking about it.Twill wrote:Interesting ideas, I think they belong here more appropriately
!!!Zemljanin wrote:Somebody should write a really good (hiking
) guide
(I entered your sub-forum few times and every time ran away - since I felt very dizzy...)
/EDITBaldAdonis wrote:If any graph contains something non-planar, then it is non-planar.
I know, I didn't want to say it that way, because it might cause confusion where it does come up. For example, in Age of Merchants, the port on Pirate Cove is an island (in fact, the whole map is islands, but it's more clear if you don't have to consider attack lines that go off the map), and so it and three others are planar.Zemljanin wrote:I see that you already have some theory (five nods), but I must note that four ports are also non-planar, unless at least one of them is on an island (and at least one of them is out of that island)
(also virtually obvious, but I think it's practical to have it explicitly written)
Apologies for making you more dizzy, but this thread is probably of more use in the Foundry Discussion forum... [moved]Zemljanin wrote:But here (in GD) is much bigger audienceTwill wrote:Hey Bald,
Interesting ideas, I think they belong here more appropriately (cartos, forgive me if I moved it to the wrong place)
Hopefully some discussion gets going on this
Twill(i.e. it's a higher probability that we'll discover something really worth)
Am I actually posting in FOUNDRY, first time in my life? Well, my sincere greetings, good folks!
And after the first greetings - something I want to tell you for long time:
Somebody should write a really good (hiking
) guide
(I entered your sub-forum few times and every time ran away - since I felt very dizzy...)

This is what I'm doing now. Although mapmakers might not want to hear this, the images are completely superfluous. In fact, aside from the initial pleasing effect, they usually get in the way and make the game harder to play, especially for anyone with trouble seeing (consider Brazil or Middle Earth, with all of the very slight line shading changes between blocked/adjacent territories). A map with just squares and lines (which you can get by feeding in the xml to any suitable vector imaging program) is much more practical. The only problem is that non-planar maps are very difficult to represent. An easy to follow rule (like "all the prisoners in the yard can attack each other") makes for an impossible to follow representation (a complete graph on 21 points has 210 lines in it). But if I had a list of the non-planar graphs, I could just leave them out and the original map image would stay on as the default.edbeard wrote: I think it was Adobe After Effects. you could show the image just as squares and lines (or that's how wm did it) and you could move groups or single squares.