Moderator: Cartographers
Top Score:2403natty_dread wrote:I was wrong
Thanks gimil. Tried the last one which you can barely see but end up with this. Any reason why? Are you using photoshop codes?gimil wrote:CC colour hex codes:
1.889988
2.aabbaa
3.bbccbb
4.ddeedd





Top Score:2403natty_dread wrote:I was wrong
Well I wanted the background to disappear. So when it is up on the screen, the board and words just float there.gimil wrote:What do you mean?Any reason why? Are you using photoshop codes?

i don't think i'm negative at all.thehippo8 wrote: Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
this is actually the only gimmick of the map. and honestly it's not very gimmicky at all. any player that went through at least 1 chess game will immediately visualise the attack routes and plan his attack.koontz1973 wrote: So it is really going to be down to how well you can visualize the board as a whole.
How come, if a player puts all 5 onto one territ and moves one square he leaves a single at the start and 6 or 7 on the one he moves to. The player who goes second has to attack 2 territs of 1 neutral to get to that stack of 6 or 7. Even if both do not lose a man to the neutrals, the player going second is going to attack with 6 to 7. In the majority of maps, 1v1 games are heavily biased towards to first player to go. This has eliminated that factor.DiM wrote:1. no bonuses means that you have NO strategic options to go for something small and easy to protect, to go for something risky and large etc. right here there's even no incentive to make the first move (unless you play with spoils) because mathematically speaking if 2 people have identical dice the one attacking the neutrals first will lose.
Only if you ever play one person and you both use identical moves. One of the great things about the site is we play people, not machines. Just because you move C2 to D4, does not mean all of your opponents will move F7 to E5. This argument does not hold water even in 1v1 games. Thee are up to 8 players as well.2. identical positions means that in each and every game you will start the game and try to use the same strategy over and over again.
You are right about dead ends etc, apart from the ones you create for yourself. Saying that, a piece in the centre of the board is more powerful than one at the side. Fog brings a great element to this. You might know where your opponent is, but you can never tell where he has gone. All maps with classic bonus structures allow you to guess where an opponent is. Sometimes you are right, sometimes wrong.3. perfect symmetry also sucks because you don't have dead ends, you don't have one ways or ranged attacks or any other means of setting a trap or hiding in fog.
Binned right away, no, but it probably would not of gotten the comments that people have left. It is different I admit that. But then, so was Feudal and AOR at the beginning.now, we can all agree that if somebody comes and presents this very map but without the knight attack rule he's going to get booted out of the foundry really really fast and his map binned right away.
Everything was more interesting than French lessons, but my memory may not be up to scratch.now, in my opinion your map has the exact same flaws but it adds special attack routes. when i was in school (a long time ago) i used to make various sized chess tables during class and then try to fill them with 1 knight jumping over and over. similar to this game here: http://www.flash-game.net/game/2294/troyis.html. it was much more interesting than french lessons
The thing with chess, and this to a point is that just because you move a piece to one square or another, your opponent(s) may not do what is expected.anyway, the only thing about this map is that you have to plan your attack route a few moves in advance to make sure you can reach all the terits you want to. and there are 2 possibilities here:
1. you're a complete retard that never heard of chess and can't plan ahead more than 1 move. in which case you'll never play this map after your first game.
2. you are a normal person that played chess at least once and it's perfectly capable of planning an attack route. in which case you'll never play this map once you realised that luck is too important on this map.
Now that is a shame.i'm sorry but i don't really have any suggestions on how to improve this map other than a total redesign which involves more rules, the addition of bonuses etc.

Top Score:2403natty_dread wrote:I was wrong

Sorry, maybe its a chess player thing? Sometimes things are obvious to one person but not to others.DiM wrote:i don't think i'm negative at all.thehippo8 wrote: Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
anyway, you mention an "additional element of skill in this game". please enlighten me to what that is as i totally fail to see it.
thehippo8 wrote:Sorry, maybe its a chess player thing? Sometimes things are obvious to one person but not to others.DiM wrote:i don't think i'm negative at all.thehippo8 wrote: Frankly Dim, I'm surprised by your response - it's not like you to be this negative. You are also wrong, there is an additional element of skill in this game beyond that of many other "classic" style maps. I think once this gets quenched you'll be surprised by the posibilities. In fact, I'm rather jealous that Koontz thought of the idea before me and all kudos to him!
anyway, you mention an "additional element of skill in this game". please enlighten me to what that is as i totally fail to see it.
In classic maps you have pre-defined determined and unviolable lines of attck. They are static. This map has the addition of randomness in that it is quite unpredictable where a player would go and how they would concentrate their troops.
Contrary to this argument (and playing Devil's Advocate), there is a similar concept in any large map b ecause people can always go different directions.
What makes this different for me is that there is a static sstarting point with a dynamic gameplay. It will be interesting to see if this does make a difference in practicde or not. I guess we can only wait until Bta to find out!
1. circus maximus is one of the LEAST popular maps on this site even with all the fancy revamp it had. the map has a crappy gameplay and people know it. in fact people only play it because at first glance it seems interesting but they quickly give it up. it also has one of the first player retention rates.thehippo8 wrote: Circus Maximus and Doodle Earth are both very popular, even though at first blush you might not expect them to be.
You can use the colour picker of the colour selection dialog on any part of the screen. Just shrink your gimp window, take the colour picker and click on CC background.koontz1973 wrote:Tried to copy the sites grey, but not close enough. Any one know the GIMP code for it?

Thank you natty. Most helpful.natty_dread wrote:You can use the colour picker of the colour selection dialog on any part of the screen. Just shrink your gimp window, take the colour picker and click on CC background.koontz1973 wrote:Tried to copy the sites grey, but not close enough. Any one know the GIMP code for it?






Why?Gillipig wrote:Haha like the idea. Reminds me of Circus Maximum in some way, just more complicated. We often see maps with complicated bonuses but awkward attack routes isn't as common. But no bonuses? Maybe I'm wrong but I think you should reconsider that.
