Moderator: Cartographers

What do you mean by symmetry? After the first two or three moves symmetry will be gone.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?
As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
Not always. But structurally, it's all symmetrical: the board itself, the movement between territories is all the same, etc.thehippo8 wrote:What do you mean by symmetry? After the first two or three moves symmetry will be gone.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?
As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
Sounds logical ... hence the need for option 3!Victor Sullivan wrote:Not always. But structurally, it's all symmetrical: the board itself, the movement between territories is all the same, etc.thehippo8 wrote:What do you mean by symmetry? After the first two or three moves symmetry will be gone.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?
As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
-Sully
...or something similar.thehippo8 wrote:Sounds logical ... hence the need for option 3!Victor Sullivan wrote:Not always. But structurally, it's all symmetrical: the board itself, the movement between territories is all the same, etc.thehippo8 wrote:What do you mean by symmetry? After the first two or three moves symmetry will be gone.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?
As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
-Sully
The problem with this type though is you will get players shooting forward to grab as much as they can. If you consider that every piece you have can be moved, you can grab an additional 16 squares (at least) giving a second round drop of an extra 8. Who ever goes first would win the game in round 2. Even with a bonus structure in place, you could never come back from that.Victor Sullivan wrote:One thing you could consider is adjusting the territory bonus to +1 per 2, to help promote venturing into neutral territory.
-Sully
No, I ran a poll over the bonuses for 3 weeks. No bonuses.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?
Yes, the board is symentrical, I cannot get away from that as it is a copy of a chess board.As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
The board is a grid of 8 by 8. It is symmetrical.thehippo wrote:What do you mean by symmetry? After the first two or three moves symmetry will be gone.
ME wrote:After 3 weeks off poll and 16 votes cast, the time has come for a decision to be made.
8 without bonus.
8 with normal continent bonuses.
0 votes for the column bonuses.
As the map maker, I am going to break the tie and go with my original idea of no bonuses. I will though produce the two different maps incase when we get to beta, it proves faulty.
Now that that is sorted, lets get on with this one.
Anything else before a GP stamp mods?
Image

And being a man of simplicity ... let's go with your idea of no bonuses .. no area ... just skill and cunning ... it's a tie and you are the map maker ... let's go to beta with option 1 ... if it doesn't work out then we can look at option three. BIG THUMBS UP!!koontz1973 wrote:The problem with this type though is you will get players shooting forward to grab as much as they can. If you consider that every piece you have can be moved, you can grab an additional 16 squares (at least) giving a second round drop of an extra 8. Who ever goes first would win the game in round 2. Even with a bonus structure in place, you could never come back from that.Victor Sullivan wrote:One thing you could consider is adjusting the territory bonus to +1 per 2, to help promote venturing into neutral territory.
-SullyNo, I ran a poll over the bonuses for 3 weeks. No bonuses.natty_dread wrote:One question. Are you going to introduce any bonuses on the map?Yes, the board is symentrical, I cannot get away from that as it is a copy of a chess board.As the gameplay stands currently (looking at the version on 1st page) the gameplay combines some of the worst design elements of gameplay: symmetry, totally open gameplay and lack of bonuses. You could maybe get away with 1 or 2, with compensating factors, but all 3... I don't think it's going to work.
Totally open, I disagree. Try going from A4 to A5. It takes 3 moves to move one square. But, yes, it is very open.
The bonuses have been discussed. There was a poll, and everyone had a chance to come into the thread and vote for there option. I put into the thread title "Bonus Poll" so this question is now resolved.The board is a grid of 8 by 8. It is symmetrical.thehippo wrote:What do you mean by symmetry? After the first two or three moves symmetry will be gone.
Nothing posted for two weeks apart from a few votes. Then all of a sudden, people come in and say are you going to do bonusesThere has been a poll, it was open for 3 week, you could of voted to have bonuses. As the bonus poll was a tie, I have stated, if anyone had bothered to read my last post
Here is my last post for you to read again.
ME wrote:After 3 weeks off poll and 16 votes cast, the time has come for a decision to be made.
8 without bonus.
8 with normal continent bonuses.
0 votes for the column bonuses.
As the map maker, I am going to break the tie and go with my original idea of no bonuses. I will though produce the two different maps incase when we get to beta, it proves faulty.
Now that that is sorted, lets get on with this one.
Anything else before a GP stamp mods?
Image




Come on. Polls are meaningless in the foundry in the first place. You got 16 votes in your poll, and only 8 of the voters voted "no bonuses". You're basically just using this poll to justify your own view.koontz1973 wrote:No, I ran a poll over the bonuses for 3 weeks. No bonuses.
Yeah, is there a reason it has to be shaped like a chess board? You could have a larger grid with impassable squares. Think outside the box.koontz1973 wrote:Yes, the board is symentrical, I cannot get away from that as it is a copy of a chess board.
Totally open, I disagree. Try going from A4 to A5. It takes 3 moves to move one square. But, yes, it is very open.
The bonuses have been discussed. There was a poll, and everyone had a chance to come into the thread and vote for there option. I put into the thread title "Bonus Poll" so this question is now resolved.

Polls are meaning less if they do not give you the result you want. When I first proposed this map, there where some who wanted to keep it with no bonuses and some who wanted them badly. I ran the poll for 3 weeks to see if there was an overwhelming desire to see if the need for bonuses was there. It came out as a tie so I there for see no reason for them at the moment. DiM was the first one to say there was a need for bonuses so I came up with the 3 ideas. None, column and continent bonuses. The column received no votes so has been discarded permanently. When DiM raised his view, I said that I would draw two maps. One with and one without. If the one without proves as you think it will fail in beta, then a second image and xml would of been created during the foundry process that will receive the same scrutiny. This way, if in beta, there would be no rushed job to try and create an image and xml to solve the problem (if one arises).natty_dread wrote:Come on. Polls are meaningless in the foundry in the first place. You got 16 votes in your poll, and only 8 of the voters voted "no bonuses". You're basically just using this poll to justify your own view.
I'm not trying to be mean here, it's just that I learned pretty early on in the foundry not to make polls... in fact the only type of poll that has any use in map threads is "should this map be made", and even that should be reserved for situations where you're unsure if your map has enough support.
Gillipig raised the issue of a larger map and as I said to him, a map based on chess is on a chess board. I see no reason if this one turns out popular, a second one that is larger cannot be made. I have already looked at a possible map design that takes this into account.natty_dread wrote:Yeah, is there a reason it has to be shaped like a chess board? You could have a larger grid with impassable squares. Think outside the box.
The question for bonuses is far from "resolved", everything in the map is open to discussion & debate as long as the map isn't quenched.
And yes, the map is open. Sure, you have that knight rule, but it's still totally open, there's too many routes in all of the squares to attack each other.
Let me say this: the map idea is novel, and with proper development, you could make an interesting map out of this. But your current approach is too simplistic and dogmatic. The gameplay needs a lot of work, but you could take the idea and make it work if you don't close your mind to suggestions.
Here's some homework for you: play some games on circus maximus and chinese checkers. See the flaws in those maps and try to figure out how to avoid the same flaws on this map.

Given this is an open debate ... let me disagree.natty_dread wrote:Come on. Polls are meaningless in the foundry in the first place. You got 16 votes in your poll, and only 8 of the voters voted "no bonuses". You're basically just using this poll to justify your own view.koontz1973 wrote:No, I ran a poll over the bonuses for 3 weeks. No bonuses.
I'm not trying to be mean here, it's just that I learned pretty early on in the foundry not to make polls... in fact the only type of poll that has any use in map threads is "should this map be made", and even that should be reserved for situations where you're unsure if your map has enough support.
Yeah, is there a reason it has to be shaped like a chess board? You could have a larger grid with impassable squares. Think outside the box.koontz1973 wrote:Yes, the board is symentrical, I cannot get away from that as it is a copy of a chess board.
Totally open, I disagree. Try going from A4 to A5. It takes 3 moves to move one square. But, yes, it is very open.
The bonuses have been discussed. There was a poll, and everyone had a chance to come into the thread and vote for there option. I put into the thread title "Bonus Poll" so this question is now resolved.
The question for bonuses is far from "resolved", everything in the map is open to discussion & debate as long as the map isn't quenched.
And yes, the map is open. Sure, you have that knight rule, but it's still totally open, there's too many routes in all of the squares to attack each other.
Let me say this: the map idea is novel, and with proper development, you could make an interesting map out of this. But your current approach is too simplistic and dogmatic. The gameplay needs a lot of work, but you could take the idea and make it work if you don't close your mind to suggestions.
Here's some homework for you: play some games on circus maximus and chinese checkers. See the flaws in those maps and try to figure out how to avoid the same flaws on this map.
What? That's... no. Polls are meaningless when they are biased and the sample size is too small. If you only make polls to "get the result you want" then they are beyond meaningless.koontz1973 wrote:Polls are meaning less if they do not give you the result you want.
I'm sorry, but that's just not how the process works. We don't put maps in beta to "see if they work", the purpose of the foundry process is to ensure each map is as playable as possible when they enter beta testing.koontz1973 wrote:When DiM raised his view, I said that I would draw two maps. One with and one without. If the one without proves as you think it will fail in beta, then a second image and xml would of been created during the foundry process that will receive the same scrutiny. This way, if in beta, there would be no rushed job to try and create an image and xml to solve the problem (if one arises).
No it's not. The position of the territory on the map image has no bearing on the gameplay. When it comes to analyzing gameplay, you can reduce the map into data - into a wireframe of a map, if you will. The fact that the territories can't attack territories that are next to them on the map image does not make it more closed - the openness is born from the amount of attack routes to and from territories, and at the moment, this map is totally open.koontz1973 wrote:The map is open, I admit it is open, but when you consider the fact that you cannot attack the territ right next to yours, it is closed of a lot more.
It's not pointless, and it's England, not british isles. Even the maker of the England map, MrBenn, admits that making the gameplay totally open was not a good decision.We only have one totally open map on the site (I believe) and even though people say it is not a good thing to have, British Isles is one of the top played maps. There for the argument against having a second totally open map seems rather pointless. That is like saying AOR 2 & 3 should not of been made.
What you have here is not a "map of a chess board". The chess board has many more pieces than just knights. It's rather like you take some arbitrary portion of the game of chess and decide to make a map out of that portion.koontz1973 wrote:The map is simple, it is designed to be simple. As for being arrogant in my approach to this map, far from it. Just look at Rorke's Drift and Falklands maps, I have made all changes asked for. The changes that some have asked for like a bigger map takes the whole spirit of the map and changes it. Why have a map of a chess board if you do not have a chess board. Might as well not have one. As for the bonuses, I have discussed this already and have produced the second image.
You love the circus map? Wow... you should maybe play more games in it then, maybe you'll start to notice how little strategy you can actually have on the map. It's a gimmick map. You can maybe figure out one viable strategy for it, and that's it. More than half of the time, the one with best dice/cards wins.koontz1973 wrote:My homework of playing on CM and CH, I have played those maps. I love Circus map and do not really see any flaws in it. It is a different style of play, some like it, some do not. CM is in the top half of played games, not as high as England but not in the bottom half so to say that map is bad.

Let me put it this way...thehippo8 wrote:Sigh!
I really think we are not so far apart but the differences in view seem enormous!
I believe the map will be great and popular!

It might help you to design gameplay for your maps if you played more.natty_dread wrote:Furthermore, I've never really been too good with gameplay design - I like to draw map images, but the gameplay design part kinda just gives me a headache... which is why a lot of my earlier maps have been collaborations with other mapmakers who have designed the gameplay for me.

Oh please. You can get to pretty much any nearby square with 2, 3 moves, even with these knight rules of yours. It's fairly simple.koontz1973 wrote:How do you attack Berlin if all your troops are in London? It is not so simple to work out. That is the big selling point for the 2 player games.
I don't see that. I see mostly people who seldom visit the foundry, seeing something novel and supporting it... however, what I see is DiM:s points pretty much unaddressed, oh and this post of yours:koontz1973 wrote:If you read the thread as a whole, there is a majority of views saying leave it simple without the bonuses.
Well, now you have two. Also, beta-testing is not meant for experiments like that. You're supposed to have a ready map for beta, beta-testing is merely a failsafe that is supposed to catch any hidden flaws that couldn't be detected in the development phase.OK, DiM, I know you have your doubts, but so far you are the only dissenter. Because of that, I am going to continue with it. If it gets all the way to beta and plays badly like you expect, I will remove it and have it binned as an experiment that did not work.
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.
And Dim has been saying pretty much the same things as me about this map, and he has lots of experience in gameplay design.isaiah40 wrote:I think the dot idea is the way to go. Instead of dots you could outline each square with the colors - stay away from the yellow as it is hard to see in the legend.

Conquer Club Mapmaker Handbook wrote:Gameplay Advice: Mapmakers are strongly encouraged to scrutinize every bonus or rule they have in place, and ask themselves: "Does this enhance the theme or support my goal for the map?" (referring to the theme & goal that they presumably developed in the Drafting Room). If the rule or bonus isn't essential to the map's goal/theme, then it almost certainly should be axed.
Quoting isaiah out of context there does not help. He voted in the poll and expressed his opinion in the thread.gimil wrote:Personally, I don't think the idea is totally without merit. It is taking a very specific route and koontz know what he wants from the map. Talking only the knights rules as the way to move around the board is adding something of interest.
I would air more on the side of simplistic, than boring or symmetrical. That said, I don't think it will be a hit. But at the very least it will have some interest. At least I think there will be more interest in this than any other chess variant the foundry has seen in its lifetime.
In reality I think I am on the fence for this map, leaning slightly on the side of it could work, rather than it couldn't.
natty, I am more than happy to go down the bonus route, but so far, only you and DiM have been vocal about it. I have given logical rebuttals to both of you on why I do not want to go down that route, and what would happen if.......koontz1973 wrote:Another vote, wow.isaiah40 wrote:I think the dot idea is the way to go. Instead of dots you could outline each square with the colors - stay away from the yellow as it is hard to see in the legend.And just think, my mum always told me not to complain. The dots where there to illustrate the bonuses, but a outline might be better. If that is the way to go, then a great suggestion.


No natty, you have an opinion and I respect that, it just seems a shame that neither of us could convince the other. I have not just said OK and dismissed your arguments out of hand, I had a long look at this map before producing the first image. How would it work or even if it would work. I spent a long time trying to describe the gameplay to you and DiM the best way I could. We have had a decent discussion on the matter and right now I feel we need to get a mods point of view into the debate as that is probably the only way to progress. If isaiah40 who is now looking after gameplay (I think) comes and says that the bonus option is the only way for this map to go forward, then I will be upset for the lack of faith but will gladly take into consideration there reasons and move forward.natty_dread wrote:Welp, I tried. You just dismiss every criticism with "ok, that's your opinion, we can disagree on that". I hope someone else manages to convince you... I'm obviously not getting through here.

Top Score:2403natty_dread wrote:I was wrong


Yeah but that was my point, that the gameplay won't be balanced!!!isaiah40 wrote:in the end it is the mapmakers decision on what direction he/she wants to go as long as the gameplay is balanced for the most part.
