Moderator: Cartographers

I'm not trying to complain (too much)natty_dread wrote:Guys, have some patience... the mods will get to the thread when they can.
Also... have you submitted a design brief?

Thanks for the comments.koontz1973 wrote:I love this map and the new legendbut a question for you....
How do you see it playing out?
I agree that allowing free-for-all attacks in each room would probably cause problems. I only brought it up because I feel like the attack paths detract somewhat from the look of the game, and with a free-for-all in each room, I could eliminate most, if not all, of the paths. I may try to switch to shoe-print paths once everything else is settled.koontz1973 wrote:With only 26 starting positions that leaves only 3 territs per player for large games (8 players) that is not a lot if you allow all areas to attack each other in rooms. (Very bad for quad/triple games).
In one v one games you also have a problem with players able to clear a room quickly, thus able to fort any one room.
All the winning combinations can be determined from the map the way it is.koontz1973 wrote:With the winning conditions (which are not on the map yet) people will get to know them very fast by playing a couple of games, thus making it easy to farm newer players.
I didn't want gaining access to the Police Station to be too difficult, but with three borders for each weapon and suspect, two of which are one-way assaults, it may be difficult to protect them adequately. Option 1 is to put a lot of troops on the weapon or suspect. This leaves them open to attacks from three directions, and any troops there can not get back to the crime scene if they are needed. Option 2 is to control both assault points in the crime scene and the entrance to the police station room. This spreads out your troops more and they cannot support each other easily.koontz1973 wrote:Gaining access to the police station from any room is not to big a problem for players as the neutrals are so low (again a problem in larger team games). If I hold the foyer for a bonus of 4, it only costs me an extra 6 armies to get to the right suspect. And from there, it is only a couple more to get to the weapon.
Though I don't entirely understand what you're thinking here, my gut feeling is that this would remove a lot of what makes this map unique. If others think this is the way to go, I can consider it more, but it's not my preferred direction.koontz1973 wrote:Something to think about, and I know this would require you to do a big change is getting rid of the police station completely. Turning that area into a garden, more rooms and then spread around the weapons and suspects into different rooms. You can then use your fingers and magnifying glasses to signify the winning combos. Example, place the pickaxe into the garage and Mr Pink into the bedroom, forcing any player to move into those two rooms for that combo.
I'll change deploy to decay in my next version.Industrial Helix wrote:The motive: I think you want to say -3 decay, +5 bonus.
The next biggest concern is how well the small version is going to fit. The large map is already pretty tight, I wonder if you might benifit from supersize.
How about:Immortalis XS wrote:The notepad is confusing. I would re-phrase it to this:
Suspects have left false clues (picture of pointing finger, magnifying glass) in the crime scene rooms.
Holding only clues that reside in the room that you control will not lead you to the real criminal!
OR
Your clues must reside in a different scene room than the one you control in order to solve the case.
Suspects have planted false clues ([finger],[mag glass]) in the Crime Scene rooms.
Don't be fooled! These clues only lead to invalid solutions.
// followed by one of these: (can't decide how best to phrase it)
Any other Weapon and Suspect will help to solve the case.
Any other Weapon and Suspect will work to solve the case.
Use any other Weapon and Suspect to solve the case.
Control any other Weapon and Suspect to solve the case.
All other Weapons and Suspects are valid.
All other Weapons and Suspects will work.
These are pretty good. What about:Immortalis XS wrote: Holding only clues that reside in the room that you control will not lead you to the real criminal!
OR
Your clues must reside in a different scene room than the one you control in order to solve the case.
I'm working on a major update and was planning to use my current map size (840x800) as the small map, and going to around 1050x1000 for a large map.Industrial Helix wrote:Well... if you go supersize, you have up to 1000x800 pixels on the small map. I would say, make the small map and use what extra size you need.
By your leave, Your Grace. Mayest thine enemies be blown to tiny bits.Industrial Helix wrote:ok, I giveth thee permission to make a supersizeth large map.

Does this mean I should not be going to a super-sized map?MrBenn wrote:There's a lot of wasted (ie non-territory) space to this map. I'd actually concentrate on
a) trying to make better use of the space you have got
I will continue to try to make the legend more clear, and would appreciate any suggestions in this area. Earlier versions of the legend, spelled things out more directly, but that was justifiably described as "bland". I thought the current version was more interesting and presented the overall theme better, though it does take bit more effort to understand. And not that it excuses anything here, but have you seen Forbidden City?MrBenn wrote:b) making it clearer/easier to work out what is going on
101 territories isn't enough? To paraphrase Mozart, I think "there are just as many territories as there should be." This suggestion also seems somewhat at odds with b), as more territories would probably not help the clarity of the map. But if you still think it needs more, please let me know how many you think there should be and I can try to work them in.MrBenn wrote:c) adding more territories
Please take more than a first glance, then. I'm not trying to be snarky, but I feel like there's a lot of "substance" in this map and a plenty of opportunity for varied play. There might be problems with the game-play - non-linear maps with one-way assaults, decays, escalating bonuses, and potential bottlenecks are more difficult to look at and "know" where the problem areas are going to be. I'd like to work on a game-play testing application, but it seems most appropriate as a web app and I'm primarily a windows developer. Might be a good way to get into that side of things.MrBenn wrote:That said, this is a promising start, but at a first glance shows more glitz than substance (ie it looks great, but I would prefer the gameplay to be something really special)


Okay, if I take 12 pixels from each hallway (so that 2-digit army numbers just barely fit), that adds 8 pixels to the width and height of each room. In the Media room, for example, that would give about 2 extra pixels between each of the blue chairs. Personally, I think that's not a big enough difference to make up for the more "claustrophobic" feeling the narrow hallways give me, but if that's what people want, I could go with it. Here's the two scenarios from the latest crime scene update, with a few new army "circles" added to the narrow hallways for a gauge:carlpgoodrich wrote:I think MrBenn was referring to the fact that the hallways and the Motive take up a lot of space. The hallways could be MUCH skinnier, and by moving the motive somewhere else, you could add a whole extra room.
Though I agree that having more spaces in the hallways would make it feel more like the board game, I'd like to know how you think the game-play would be enhanced by doing that? As I said earlier in the thread, I'm not trying to re-create the board game - I'm just using it as a starting point/theme that I hoped a lot of people would be familiar with and interested in. My goal was to have the game-play be less rigid than a "classic" style map, but not as wide-open as something like Oasis or Hive. I think that between the secret passages and the auto-decay hallways I may have achieved that, so I'm not sure how adding more hallway spaces would make the game better.MrBenn wrote:Part of the "more territories" thing, was that in the game there are a lot of little squares to move around between the rooms. While you have got elements of things in each room, you could add more territories to "move around" in. While you do need to be collecting items within each room, I think adding more spaces in the corridors (that could start with single neutrals) would help to make it feel more like the game.
Thanks, I was trying to create something that hadn't been seen here before.MrBenn wrote:I was not criticising the graphics in any way - I am actually a fan of the style
Yes, visually, it's very "regular", but that doesn't make the game-play symmetric like Chinese Checkers or Conquer 4. I prefer to consider it a "clean, simple" look that hopefully won't be too intimidating so that people will be willing to put in a little effort to understand the rules. If there's a problem with the game-play, then, of course, it needs to be changed. But I'd like to have a good reason for adding more spaces other than just because it's possible to cram a few more in.MrBenn wrote:My comment about "wasted space" is that the map feels quite spread out... As carl suggested, making the motive smaller would enable you to fit in some more spaces' I'd also like to see a bit less regularity (ie if you can move away from a 3x3 grid for the house, then I would strongly encourage that) - you could add a closet, maybe even a second (small) bedroom?
I'd be happy to hear any thoughts you have on it. As for the objective, I think it's very difficult to just "imagine" how a map like this will play, and what the right bonus structure is, etc. This is why I made that comment in the design brief thread. I tried printing it out to play it myself, but that's just too slow. I think I'll have to try making a solitaire map player because I don't know how else to determine what will work best.MrBenn wrote:--I' haven;t had a detailed look over the gameplay but will pop back with some thoughts at some point soon... I'll have to re-read things, but the objective/victory condition needs to be made a lot clearer - and we also need to start thinking about the ease with which it can be accomplished etc.

My problem with this is that I don't think either one of those effects would make the map better. What I like to see in a map is a good mix of balance and tension. One in which an early bonus will not tip the game too far in one player's direction, and where cooperation will allow two or more weaker players to hold back a stronger player. Where both threats and rewards may come from many different directions, so it's difficult to know which way to attack, or where to defend.koontz1973 wrote:Some thoughts for you to think about considering what you and MrBenn have said.
Adding more territs to the hallways would make it harder for people to move from room to room but it would also increase the importance to the secret passageways. Place one more between the ones you already have doubles the number.
The reason for the decay is so that there will be some cost associated with blocking the hallways. Again, I'm trying to keep the game active in the crime scene. I would like to change the legend to something like "Officers found loitering in hallways will be reassigned to other duties at the rate of 1 per round", but I haven't found a way to fit it in yet. This would be one more item in the legend that would require a knowledge of all the game features in order to understand it, but then I wouldn't say that this is a map for beginners anyway.koontz1973 wrote:In the legend you mention the hallways lose one officer per round. Why? How many crime scenes lose officers that way.
Is having some "wasted" space really that bad? I think the problem with a lot of maps out there is that they need more "dead" space. It'shardtounderstandsomethingwheneverybitofavailablespaceisused. I'm not saying I can't add or join or reconfigure rooms in any way necessary, but there's always "Madness" if you want a more realistic floor plan. There have been several comments about how one aspect or another doesn't match the board game, but I thought at least the general layout of the crime scene could have a similar style. (without getting too close because of copyright issues) The Motive is an important part of the game and I thought it should have a prominent position - where the solution cards would be in the board game. I don't mind changing things, but with each suggestion it would be nice to know the reasons why you think it will make the game better.koontz1973 wrote:Getting away from the 3/3/3 grid would be nice. How about making the kitchen and dining room one big room. You could take the foyer out completely and use all of the space of the hallways that surround it. Still have it as the foyer, but integrate it to the hall ways. This alone would remove the regularity.
Removing the motive from the centre of the room and adding a completely new room would be great as having it sitting there in the middle is a huge waste of what could be 1 big or 2 small rooms. (a second bedroom, or a guest room/nursery)
You could place the motive anywhere on the map. How about a rethink of the police station. By making the rooms there smaller, you could have 2 new rooms. On the map where it says interrogation rooms, opposite it is dead space. Use that space with any newly created space to have the motive on one side and the morgue on the other. Drawing a dead body on a trolley should not be hard for you to do with your skill.
My suggestions were not meant to try and make the map / game play better, but to give you some ideas to think about.degaston wrote:but with each suggestion it would be nice to know the reasons why you think it will make the game better.
