Moderator: Cartographers


I was not referring to pixels, but rather territ count. My point is that, there should not be any mandates whatsoever, as to all maps needing to work on all settings or number of players.Industrial Helix wrote:Well, i dunno that it should extend towards increasing the size of maps or anything. But rather allow for the making of maps which are made for two players, or perhaps four. And obviously, if an extension should occur, it shouldn't allow for players to make whatever the hell they want. It should be approved carefully. Most maps should continue to accommodate 8 but there ought to be a few maps out there made for less people.



no, those troops are lost forever.porkenbeans wrote:Sorry if this is off topic, but I have a question about manual. What happens if a player misses his first turn to deploy ?
If he is not kicked, does he still get to deploy his deferred troops ?

That is good. I am glad that someone thought of that scenario.natty_dread wrote:no, those troops are lost forever.porkenbeans wrote:Sorry if this is off topic, but I have a question about manual. What happens if a player misses his first turn to deploy ?
If he is not kicked, does he still get to deploy his deferred troops ?


It would not really be that big of a deal. Say you wanted to start a game, all of the available options will be click-able, and the ones that have been deemed unavailable, would simply be made non-click-able.Industrial Helix wrote:Well, the key thing, if this suggestion we're ever to go through, was to avoid it from getting out of hand. I think by making a bunch of maps that have all sorts of limits would be counter productive to the success of the site. I think as a general rule, all maps should have the options for cards, fog and team settings.
But I think there ought to be more maps that specialize in certain player number scenarios, ie 1v1 as mentioned before.
And I think in implementing such a new rule, maps mods would have to be very careful in allowing the exception to the 8 player rule. Research and Conquer is a great example, it simply cannot function with 8 players as there isn't enough room.
But if someone made, say, a standard Korea map and said you can only have 4 players on it, then the map ought to be dismissed as there is no reason 8 players can't fit on it.

I've wondered about this actually. Why aren't some of the map scenerios set this way? As many WWII, etc. maps as there are it only makes sense to have some scenerio where you have Axis vs. Allies/ Athens vs. Sparta (or Troy or Persians...)/ whatever.DJ Teflon wrote:To make this idea more pallatable - they should be two-team maps - so they work with either 1v1, 2v2, 3v3 or 4v4 - it woulkd need a new xml feature - tean starting positions
Because it's not possible with the current XML.Why aren't some of the map scenerios set this way?

Yeah, I generally agree. The map does well to take its share of influence from Risk but not so well in taking influence from more complex games like Axis and Allies. Of all the XML features that should be easy to write, set player starting positions has got to be one of them.GSP JR wrote:I've wondered about this actually. Why aren't some of the map scenerios set this way? As many WWII, etc. maps as there are it only makes sense to have some scenerio where you have Axis vs. Allies/ Athens vs. Sparta (or Troy or Persians...)/ whatever.DJ Teflon wrote:To make this idea more pallatable - they should be two-team maps - so they work with either 1v1, 2v2, 3v3 or 4v4 - it woulkd need a new xml feature - tean starting positions
I agree that it shouldn't be every map that's that way, because you lose the challenge of having to adjust your strategy of random placement. However, "re-enacting" battles would also be a fun feature if it could be implemented.

Robinette wrote:Depends on what metric you use...Kaskavel wrote:Seriously. Who is the female conqueror of CC?
The coolest is squishyg
If you reread IH's original post, he was speaking more along the lines of one side versus another, as opposed to random original placement.eigenvector wrote:The question strikes as moot. Allow me to explain: 98% or so of my games are 1v1 and I play on a very large variety of maps, mostly large (by not huge) ones. Looking from my perspective, i don't see a shortage of maps to play 1v1 - rather, there are lots of maps not specifically made for 1v1 that are very well suited for this kind of play.
So, it seems to me that there is nor paramount need for a special development mode. Thus, I don't think we need one - let's just try keep the processes as simple as possible.

Yeah but that only applies to 1v1. If the same was possible for team games...MrBenn wrote:Theoretically, it would be possible to develop a map with two "sides" using two starting positions (with a number of territories in each grouped position).
Sure it would. But I think people here are asking for an XML update so that we could have maps where you could play 4p dubs, trips or quads so that one team starts from one place and the other team starts from another place. That'd be kinda fun.In general, I'd encourage people to consider a variety of game-settings... I'm sure it would be possible to develop a map specifically designed for 1v1 games that would work reasonably well for other settings too.
