Space Domination

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Thomassaurus
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Space Domination

Post by Thomassaurus »

A space version of feudal epic.
All spaces can attack adjacent spaces.
You start on a random planet.
Troops are known as ships on this map.
5 ships deployed on each planet.
3 ships deployed on each meteor rock.
All ships can shot at (bombard) ships within 2 spaces.

Each planet has a meteor rock 3 spaces away.

22 spaces left to right.
20 spaces top to bottom.

8 planets
12 meteor rocks

Image
neutral map (empty spaces are 2s)
The high neutrals between each planet act as impassables.
in order to attack someone you must take out one of the high neutrals and the other high neutrals act as impassables.
Image

update8
http://i648.photobucket.com/albums/uu21 ... ion2-3.jpg
update7
http://i648.photobucket.com/albums/uu21 ... ion2-2.jpg
update6
http://i648.photobucket.com/albums/uu21 ... ion2-1.jpg
version2
http://i648.photobucket.com/albums/uu21 ... ation2.jpg
update4
http://i648.photobucket.com/albums/uu21 ... nation.jpg
version1
http://i648.photobucket.com/albums/uu21 ... eMap-1.jpg
update2
http://i648.photobucket.com/albums/uu21 ... aceMap.jpg
update1
http://i648.photobucket.com/albums/uu21 ... 1266589547
Last edited by Thomassaurus on Thu Mar 25, 2010 8:19 am, edited 16 times in total.
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Industrial Helix
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Re: Space Domination

Post by Industrial Helix »

Interesting... But if' we've got Feudal Epic why do we need this? I think with some gameplay twists you could make a decent map out of this.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

Maybe it is a little to much like feudal at the moment. But even so do to the "Conquer 4" type movement the gameplay should be very different. there is no obstacles except the sun, so you can be attacked from almost direction, you can Choose any direction to advance, unlike feudal epic were there is only 1 exit to almost every castle.
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Industrial Helix
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Re: Space Domination

Post by Industrial Helix »

What if you threw in Orbits or gravitational pulls? Say the sun has 2 squares out, -1 for the outer most and -2 for the inner and impass for the center. Each planet has -1 gravitational pull unless its huge, in which case it has -2.
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skeletonboy
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Re: Space Domination

Post by skeletonboy »

Can you attack diagonal? You also need to make "just beyond" clearer. Maybe with a diagram?
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

skeletonboy wrote:Can you attack diagonal? You also need to make "just beyond" clearer. Maybe with a diagram?

hows this?
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skeletonboy
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Re: Space Domination

Post by skeletonboy »

Also the letters along the bottom dont line up to the squares. Other than that...
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

I've better positioned the letters, I also moved down the numbers some.
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natty dread
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Re: Space Domination

Post by natty dread »

Yeah well... this map wouldn't be playable without clickies. I suggest you come up with another means of identifying the territories, than abc-123 coordinates at the edges. It's too much hassle to search for the territory names.

You might want to reduce the amount of territories so that you can make them large enough to fit the territory names on each square.

For another thing, the lack of impassables could make this map too heavily based on dice...
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

natty_dread wrote:Yeah well... this map wouldn't be playable without clickies. I suggest you come up with another means of identifying the territories, than abc-123 coordinates at the edges. It's too much hassle to search for the territory names.

You might want to reduce the amount of territories so that you can make them large enough to fit the territory names on each square.

For another thing, the lack of impassables could make this map too heavily based on dice...

I don't think theres any other option but to search through the territories like this. if you think about it it shouldn't be to much harder then searching through normal names.
And I don't think less territories would leave enough room for each players planet on an 8 player game.

The sun can be considered almost impassable since it will be a wile before a player has enough ships to go through it.
The territories within the sun will have a neutral # of 10.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

I've added 4 meteor rocks to the map.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

Industrial Helix wrote:What if you threw in Orbits or gravitational pulls? Say the sun has 2 squares out, -1 for the outer most and -2 for the inner and impass for the center. Each planet has -1 gravitational pull unless its huge, in which case it has -2.
Somehow I missed this post till now. How would gravitational pull make you loose ships?
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skeletonboy
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Re: Space Domination

Post by skeletonboy »

You would need some form of impassables in there. otherwise it would be impossible to defend.
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isaiah40
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Re: Space Domination

Post by isaiah40 »

Thomassaurus wrote:
Industrial Helix wrote:What if you threw in Orbits or gravitational pulls? Say the sun has 2 squares out, -1 for the outer most and -2 for the inner and impass for the center. Each planet has -1 gravitational pull unless its huge, in which case it has -2.
Somehow I missed this post till now. How would gravitational pull make you loose ships?
Jupiter lets say has a strong gravitational pull. You get pulled into the planet so you lose lives.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

oh ok. no I dont like the idea. Hard enough to hold.
Last edited by Thomassaurus on Wed Mar 24, 2010 9:55 am, edited 1 time in total.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

skeletonboy wrote:You would need some form of impassables in there. otherwise it would be impossible to defend.
natty_dread wrote:For another thing, the lack of impassables could make this map too heavily based on dice...

I don't think there will be any impassables in this map. It is the whole point of the map, just like real space has no impassables, doesn't even have the ground.
Its not impossible to defend, but hard.
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skeletonboy
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Re: Space Domination

Post by skeletonboy »

You could have asteroid belts, random UFOs, anything. At the moment if you want to hold a square of 9, 8 of them are borders. 16 has 10 borders. There is also no form of bonuses for holding areas, which could be part of the gameplay, but it wont give players any incentive to expand.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

skeletonboy wrote:You could have asteroid belts, random UFOs, anything. At the moment if you want to hold a square of 9, 8 of them are borders. 16 has 10 borders. There is also no form of bonuses for holding areas, which could be part of the gameplay, but it wont give players any incentive to expand.
I believe the normal +1 for every 3 territories should be enough since there are 440 territories, leaving each player 55 territories in a 8 player game, if they were to conquer all 55 territories they'd get 18 ships not including the bonuses for planets & meteor rocks.
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MrBenn
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Re: Space Domination

Post by MrBenn »

With the territories so closely packed, it'll be impossible to see the background images denoting bonuses, as they'll be overlapped by army numbers.

I'm not convinced that super-massive and super-open are two qualities that will make for solid and balanced gameplay :-k
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

This is what I picture the gameplay to look like.
MrBenn wrote:With the territories so closely packed, it'll be impossible to see the background images denoting bonuses, as they'll be overlapped by army numbers.
It's not to hard to see.



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Coleman
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Re: Space Domination

Post by Coleman »

It will be hard to see when you have the real army numbers the way the foundry is going to force you to have them (so that 3 digits don't overlap other territories). I personally don't like maps like this, and while I did enjoy my time working on ConquerMan I do regret making a map like that. Ultra high territory maps where most of the territories don't really have any value just do not play in a manner I enjoy.

If you are serious about this good luck, but I just really don't find it appealing.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

So 38% of the voters say it needs more work, what does it need more work with?
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natty dread
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Re: Space Domination

Post by natty dread »

People keep trying to tell you:
Ultra high territory maps where most of the territories don't really have any value just do not play in a manner I enjoy.
I'm not convinced that super-massive and super-open are two qualities that will make for solid and balanced gameplay
You would need some form of impassables in there. otherwise it would be impossible to defend.
For another thing, the lack of impassables could make this map too heavily based on dice...
Question is, are you listening?

The first thing a beginner mapmaker needs to learn is how to accept criticism and feedback. You do not need to agree to every suggestion thrown at you, but generally, when 5, 10, 20 people come all saying the same thing you should consider that they might be on to something...

Don't be afraid to do changes and try different things. You might end up with something totally different than what you were originally going for, but most of the time it is for the best.

If you really want to be a successful mapmaker, you're going to need a shitload of patience, a humbe attitude and good nerves.

Good luck with your future prospects. :)
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army of nobunaga
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Re: Space Domination

Post by army of nobunaga »

I like the general Idea of this map.. Conquer 4 passed and its kind of similar to this.. But the problem I think lies in that this map is pretty much a wide open gang bang without a lot of strategy involved, looks like a "Lets wait until ppl attack each other and move in for the kill" kind of deal. I like maps with a general idea like this, but you might want to try adding a little gameplay depth. Then it will get a little more acceptance I think. Im not speaking as a mapmaker, jsut as a gu that keeps 100+ active games at all times.
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Thomassaurus
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Re: Space Domination

Post by Thomassaurus »

natty_dread wrote:Question is, are you listening?

The first thing a beginner mapmaker needs to learn is how to accept criticism and feedback. You do not need to agree to every suggestion thrown at you, but generally, when 5, 10, 20 people come all saying the same thing you should consider that they might be on to something...

Don't be afraid to do changes and try different things. You might end up with something totally different than what you were originally going for, but most of the time it is for the best.

If you really want to be a successful mapmaker, you're going to need a shitload of patience, a humbe attitude and good nerves.

Good luck with your future prospects. :)
I apologize.
I'm used to making games by my self.
I don't start a game or cc map unless I know/think I would enjoy it.
I don't want to have impassables in this map simply because thats how I like it.
I think that even if the map will be too heavily based on dice, or anything else said, It will still be a fun game.
But if everyone still says that it needs some form of impassables I think I've come up with a solution: Insted of impassables, High neutrals separating each planet so you would have to take out one of these neutrals in order to attack someone and the other high neutrals would act as impassables.
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