Moderator: Cartographers




The print out thing is a stellar idea, then maybe you can play it yourself as a couple people or get friends to play and see which way they like it best. The other option is you could have ziggurat be one and then make another map down the road that is called "Temple" or something like that too that was the other gameplay typejonofperu wrote:Thanks koontz!![]()
Swimmerdude, I don't think there is a way to limit starting spots to 1 per side, but I would love to have the option - or maybe limit to 2 per side and 6 max in 1v1 so there would be some sides with 1 camp v 2 camps and others vice versa... but its all dreaming as far as I know cause you can't code it (from what wiser people have said).
I also think it would be awesome to have an "Alpha testing" phase to try exactly what you suggest, but I hear the idea has been shot down before. It makes sense to me to try out gameplay before finishing a map when you can still make significant changes. Actually playing a map 20 times would certainly give you a better idea of how it plays and how your gameplay ideas work that just imagining it. I've thought of printing out a version and playing myself on it after dusting off my Risk game and using the pieces.
I wonder if it would possible to create two versions of a map as separate maps with different settings?
Probably not worth it in this case, but if there were enough variations between two separate setups it might be a really cool idea.

koontz1973 wrote:Let me explain starting positions for you, then you can at least make an informed decision.
Starting positions are a way to ensure a fair drop. You can code in as many or as few as you like. Each starting position can be a single region or multiple regions. I you code a starting position as neutral, then if it is not given out, it starts as neutral. If you do not code it as neutral, it will be given out randomly. But this is more of the game play boys side.
xml guide - look for positions but have a read of it.
http://www.conquerclub.com/forum/viewto ... 6#p4015798




I agree I am liking Option E as well!! Keep up the good work mate!!jonofperu wrote:Tweaked the description of Option E. I like it.


Then reduce the neutrals. This is the balancing act needed and until beta, you will never know if you have it right or not. Fighting through all these neutrals is going to be a bad game anyway as it will all come down to dice luck in the end. Think of the map like Antarctica, base around the edges with an auto deploy on them. Fight your way to the middle to get to the bases and win. This is the same gameplay but instead of decays, you have auto deploys. This allows you higher neutrals but not so high as you have them. But this is the next discussion that is needed to be done.jonofperu wrote:1) It slows the map down. If you have only one starting territ and you have to fight through a literal mountain of neutrals before you see your opponent it's going to drag.
Reduce neutrals to the bare minimum. You want a surprise element involved here. If you take the next single neutral, is their a stack of armies behind it. This is also why I am against your bombards being for a complete side. If you can see a side, fog games become useless. Much better to have the bombards for the top two layers only on your side. The advantage here is this, even if your opponent starts on your side, you may not see him till he goes for the top.jonofperu wrote:2) Winning depends more on dice. I've seen feedback on some other map projects with lots of neutrals and something I want to avoid is rolling against too many neutrals before encountering your opponent. There would still be some strategy involved - how to fort auto-deploys and how to use bombardment - but whoever got better dice against the neutrals would come out ahead before encountering their opponent.
Right now with the bombards being for the whole side, I am not leaving my bases till I see you. All anyone will do is wait till you move out, kill a few neutrals, then I bombard you to hell. First or second turn, everyone will wait. This will lead to stalemates, dice luck wins, no one moving till they have huge armies. This map will in the end become known for farming IMO as it is now.jonofperu wrote:3) I like the strategy implications for first turn advantage if your opponent can bombard you after you hit a neutral first.
This is easy. You have 8 corner spots. Attach a corner spot to another SP. These two become one starting position. This will give you 8 to play with. Just make sure that all positions are not adjacent to each other. So SP1 can sit next to SP2 and SP5, but SP2 cannot touch SP5. This way, even if 2 players start next to each other and a third starts far away, the first two also have an out.jonofperu wrote:4) I can't think of a way to code starting spots for 1-3 territ starts that works out evenly for different numbers of players. What if some players have to fight each other and others end up on their own? Or what if teams end up on their own side. It would happen with fewer starting spots rather than Option E.

koontz1973 wrote:Then reduce the neutrals. This is the balancing act needed and until beta, you will never know if you have it right or not. Fighting through all these neutrals is going to be a bad game anyway as it will all come down to dice luck in the end. Think of the map like Antarctica, base around the edges with an auto deploy on them. Fight your way to the middle to get to the bases and win. This is the same gameplay but instead of decays, you have auto deploys. This allows you higher neutrals but not so high as you have them. But this is the next discussion that is needed to be done.jonofperu wrote:1) It slows the map down. If you have only one starting territ and you have to fight through a literal mountain of neutrals before you see your opponent it's going to drag.
koontz1973 wrote:Reduce neutrals to the bare minimum. You want a surprise element involved here. If you take the next single neutral, is their a stack of armies behind it. This is also why I am against your bombards being for a complete side. If you can see a side, fog games become useless. Much better to have the bombards for the top two layers only on your side. The advantage here is this, even if your opponent starts on your side, you may not see him till he goes for the top.jonofperu wrote:2) Winning depends more on dice. I've seen feedback on some other map projects with lots of neutrals and something I want to avoid is rolling against too many neutrals before encountering your opponent. There would still be some strategy involved - how to fort auto-deploys and how to use bombardment - but whoever got better dice against the neutrals would come out ahead before encountering their opponent.
koontz1973 wrote:Right now with the bombards being for the whole side, I am not leaving my bases till I see you. All anyone will do is wait till you move out, kill a few neutrals, then I bombard you to hell. First or second turn, everyone will wait. This will lead to stalemates, dice luck wins, no one moving till they have huge armies. This map will in the end become known for farming IMO as it is now.jonofperu wrote:3) I like the strategy implications for first turn advantage if your opponent can bombard you after you hit a neutral first.
koontz1973 wrote:This is easy. You have 8 corner spots. Attach a corner spot to another SP. These two become one starting position. This will give you 8 to play with. Just make sure that all positions are not adjacent to each other. So SP1 can sit next to SP2 and SP5, but SP2 cannot touch SP5. This way, even if 2 players start next to each other and a third starts far away, the first two also have an out.jonofperu wrote:4) I can't think of a way to code starting spots for 1-3 territ starts that works out evenly for different numbers of players. What if some players have to fight each other and others end up on their own? Or what if teams end up on their own side. It would happen with fewer starting spots rather than Option E.

That is not a big post. Seen bigger before.jonofperu wrote:WARNING: massive post ahead! (especially if you read the quotes)



i find the corners a bit problematic. have u considered giving the north and south sides 9 regions instead of 7, so that everyone can have direct (but not equal) access to the pyramid?jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
An extra layer to the pyramid would help. Then 9 along the bottom means no one starts with a corner.iancanton wrote:i prefer option E.i find the corners a bit problematic. have u considered giving the north and south sides 9 regions instead of 7, so that everyone can have direct (but not equal) access to the pyramid?jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
ian.

This sounds like a really good option imokoontz1973 wrote:An extra layer to the pyramid would help. Then 9 along the bottom means no one starts with a corner.iancanton wrote:i prefer option E.i find the corners a bit problematic. have u considered giving the north and south sides 9 regions instead of 7, so that everyone can have direct (but not equal) access to the pyramid?jonofperu wrote:OPTION E
4 starting positions with one territ per side. Even on every side for 1-4 players. 5-8 players are randomly assigned starting positions. The number of different players/starting positions with 5-8 should provide sufficient balance.
ian.
Will defer to my colleague over the SP. Go with E and the extra layer.

Can never get to big.jonofperu wrote:1. I think the ziggurat is as big as it can get at this point for gameplay.
Moving the summit further away is not really a problem. As for reducing the neutrals, might be an idea even if you stick to what you have now. C,D & E are fine. Reduce the bottom to a 2 in the corners and a 1. Give players a chance to get out and stay out for those all important neutrals.jonofperu wrote:ut adding a level would put the summit that much farther out of reach. (I imagine koontz is going to say reduce the neutrals to 2, but I like the balance at the moment.)
Corners should play nice, but it is the uneven distribution. Hence the SP chat.jonofperu wrote:2. I like the way the corners play. Every player gets one corner (with 1-4) and bombardments create an interesting dynamic where you can bombard a corner from one side and then attack it from the territ next to it. With 5-8 players you'll probably have an odd number of corners assigned, but it's compensated for by the bombardments.
Please do not play the map with friends and then stick to what you think works. Remember, a few games played like that will in no way prove or disprove any theories. This is the reason beta takes so long.jonofperu wrote:I'll have to play the map some more.

