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Map Organization Project [Ver 3 - Pg 13]
Posted: Thu Dec 13, 2007 5:12 am
by Coleman
Preface
As more and more maps are added to the site it becomes more and more difficult for new players to determine which maps would suit them best.
Several ideas have been thrown around to combat this problem.
One such idea was to place the maps into categories. This ran into several problems.
First, people wanted to sort by theme, but then we discovered nobody could come up with a good set of easily identifiable themes. I think the closest we got was Geography, History, and Abstract? Regardless it wasn't very helpful.
Second, we wanted to sort by territory count. This didn't seem to bad except for that it looked even more chaotic then the alphabetical sort with Classic first that we use now, so in the end, not very helpful either.
Towards the end we wanted to sort by complexity. I actually believe this would be the best way, except that DiM correctly pointed out that complexity is completely arbitrary. We have absolutely no way to mathematically determine complexity accurately.
I think I've come up with a way, but we'll get to it later.
Another idea, was to add some sort of link to an information page for each map, so that players could click and learn more about it. This actually looks promising. The only problems are who writes these pages and where do the links go?
So, I want to help combat all the problems with these two ideas,
categories and
information links and then put together something solid to submit to lackattack.
I'm pretty sure I'll need your help.
Posted: Thu Dec 13, 2007 5:12 am
by Coleman
Where We Are Now
Over the past few days I've put together a complete list of our maps with the following information:
Name
Territories: <number>
Continents: <number>
Avg Cont Value: <number>
Features: <list>
I'm going to post this list in plain text in the next post, but if you want the 46 mb word file pm me your email and I'll send it.
Thanks WidowMakers for the following:
Gameplay Feature Groupings:Troop Movement/Attack Features
Bonus Granting Features
Territory/Continent Sorting Features
Radical Features
Adjusted Territory Bonus - Instead of your standard +1 for every 3 after 9 territories the territory bonus amounts have been adjusted to give out differently.
Autodeploy - Armies are automatically placed or taken away from specific territories on the map. If taken away the total army count on the territory cannot go below one.
Buildings - Multiple territories in one area of the map are represented by a single territory in another part of it.
Bombardments - Some territories bombard instead of attacking. After the attacker wins in a bombardment the defending territory is replaced with a neutral army and the attacker cannot advance.
Capitals - A specific form of double dipping that appears as a single or a group of single strategic territories.
Collections - Unlike continents these only require a specific amount of the designated territories to gain a bonus.
Conquest Gameplay - Players only start with a small number of territories and must conquer most of the map away from neutrals before reaching other players.
Dead Space - There are territories that don’t provide any sort of continent bonus.
Double Dipping - Territories show up in multiple continents.
Naming Confusion - The territory names are written in a complex way occasionally causing deployment mistakes.
Negative Bonus - There are negative bonuses on the map so that you lose armies instead of gaining armies for holding certain combinations of areas.
One Way Borders - Borders where attacks can only occur in a single direction.
Out of Play - Through bombardments and one way borders a portion of the map can be taken out of play for the remainder of the match.
Ranged Attack - Some territories on the map are connected without touching.
Strategic Resources - Instead of continents specific territories or combinations of territories provide bonuses.
Trapped Territory - Due to one way borders there is no way to attack out of the territory.
Victory Condition - Players can win by holding a set of specified territories instead of eliminating the other players.
* Feedback Point 1 *
Is this a complete enough list of features. Did I miss something?
Posted: Thu Dec 13, 2007 5:23 am
by Coleman
Our Maps
Classic
Territories: 42
Continents: 6
Avg Cont Value: 4
Features: None
Africa
Territories: 45
Continents: 6
Avg Cont Value: 4.167
Features: None
Age of Merchants
Territories: 58
Continents: 16 (Tentative)
Avg Cont Value: 4.67 (Tentative)
Features: Capitals, Dead Space, Double Dipping, Ranged Attacks, and Strategic Resources
Age of Realms: Might
Territories: 6 Starting - 87 Neutral - 93 Total
Continents: 30 (Tentative)
Avg Cont Value: 2.067 (Tentative)
Features: Conquest Gameplay, Dead Space, Ranged Attacks, Strategic Resources, and Victory Condition
Alexander’s Empire
Territories: 42
Continents: 7
Avg Cont Value: 3.571
Features: Dead Space
Ancient Greece
Territories: 40
Continents: 6
Avg Cont Value: 4
Features: None
Arctic
Territories: 48
Continents: 8
Avg Cont Value: 4
Features: None
Asia
Territories: 42
Continents: 6
Avg Cont Value: 4.667
Features: One Way Border
Australia
Territories: 36
Continents: 6
Avg Cont Value: 3.833
Features: None
Bamboo Jack
Territories: 86
Continents: 13
Avg Cont Value: 5.308
Features: Buildings
Battle For Australia
Territories: 66
Continents: 10
Avg Cont Value: 4.1
Features: None
Battle Of Actium
Territories: 96
Continents: 13
Avg Cont Value: 6.923
Features: Bombardments, Double Dipping, Naming Confusion, and One Way Borders
BeNeLux
Territories: 41
Continents: 8
Avg Cont Value: 3.25
Features: Capitals
Berlin 1961
Territories: 40
Continents: 6 (Tentative)
Avg Cont Value: 2.5 (Tentative)
Features: Autodeploy, Bombardments , Capitals, and Collections
Brazil
Territories: 45
Continents: 6
Avg Cont Value: 4.333
Features: None
British Isles
Territories: 42
Continents: 6
Avg Cont Value: 4.333
Features: One Way Border
Cairns Coral Coast
Territories: 60
Continents: 10
Avg Cont Value: 4.1
Features: One Way Border
Canada
Territories: 41
Continents: 6
Avg Cont Value: 4.167
Features: None
Caribbean Islands
Territories: 42
Continents: 8
Avg Cont Value: 3.375
Features: None
CCU
Territories: 43
Continents: 7
Avg Cont Value: 3.571
Features: Dead Space
Chinese Checkers
Territories: 60
Continents: 6
Avg Cont Value: 3
Features: Dead Space and Double Dipping
Circus Maximus
Territories: 30
Continents: 0
Avg Cont Value: 0
Features: One Way Borders
Conquer Man
Territories: 151 (10 are neutral)
Continents: 17 (Tentative)
Avg Cont Value: 0.824 (Tentative)
Features: Adjusted Territory Bonus, Autodeploy, Dead Space, Naming Confusion, Negative Bonus, Ranged Attacks, and Strategic Resources
Crossword
Territories: 48
Continents: 8
Avg Cont Value: 3.375
Features: Naming Confusion
D-Day: Omaha Beach!
Territories: 72
Continents: 16
Avg Cont Value: 2.813
Features: Dead Space, Double Dipping, Naming Confusion, Negative Bonuses, One Way Borders, and Ranged Attacks
Discworld
Territories: 43
Continents: 6
Avg Cont Value: 3.833
Features: Capitals
Doodle Earth
Territories: 18
Continents: 4
Avg Cont Value: 3
Features: None
Duck and Cover
Territories: 24
Continents: 6
Avg Cont Value: 2.667
Features: Bombardments, and Double Dipping
Europe
Territories: 48
Continents: 7
Avg Cont Value: 4.143
Features: One Way Borders
Extreme Global Warming
Territories: 46
Continents: 7
Avg Cont Value: 4.286
Features: Dead Space
France
Territories: 44
Continents: 7
Avg Cont Value: 3.714
Features: None
Germany
Territories: 42
Continents: 6
Avg Cont Value: 4.167
Features: None
Great Lakes
Territories: 48
Continents: 9
Avg Cont Value: 3.444
Features: Collection
Hong Kong
Territories: 42
Continents: 6
Avg Cont Value: 4.167
Features: None
Indochina
Territories: 31
Continents: 5
Avg Cont Value: 4.6
Features: None
Ireland
Territories: 32
Continents: 6
Avg Cont Value: 3.833
Features: None
Italy
Territories: 36
Continents: 5
Avg Cont Value: 3.6
Features: Capitals
King Of The Mountains
Territories: 45
Continents: 7
Avg Cont Value: 4
Features: Capitals, Collections, One Way Borders, and Ranged Attacks
Madness
Territories: 36
Continents: 10
Avg Cont Value: 3.1
Features: Dead Space, Double Dipping, One Way Borders, and Ranged Attacks
Middle Earth
Territories: 46
Continents: 7
Avg Cont Value: 4.143
Features: One Way Border
Middle East
Territories: 42
Continents: 6
Avg Cont Value: 4.833
Features: None
Mongol Empire
Territories: 40
Continents: 6
Avg Cont Value: 4.167
Features: None
Montreal
Territories: 49
Continents: 8
Avg Cont Value: 3.125
Features: Capital
North America
Territories: 60
Continents: 8
Avg Cont Value: 4.375
Features: None
Pearl Harbor
Territories: 60
Continents: 11
Avg Cont Value: 4.909
Features: Bombardments, Capitals, Collections, Naming Confusion, Double Dipping, and One Way Borders
Philippines
Territories: 48
Continents: 7
Avg Cont Value: 3.714
Features: Capitals and Ranged Attacks
Portugal
Territories: 36
Continents: 6
Avg Cont Value: 4.833
Features: None
Puget Sound
Territories: 42
Continents: 7
Avg Cont Value: 4.286
Features: None
Rail USA
Territories: 42
Continents: 13
Avg Cont Value: 4.231
Features: Double Dipping and Naming Confusion
San Francisco
Territories: 42
Continents: 6
Avg Cont Value: 4
Features: Capital, One Way Borders, and Trapped Territory
Siege!
Territories: 56
Continents: 13
Avg Cont Value: 2.692
Features: Double Dipping and One Way Borders
Solar System
Territories: 67
Continents: 12
Avg Cont Value: 3.083
Features: Collection, Dead Space, Double Dipping, and Ranged Attacks
South America
Territories: 43
Continents: 8
Avg Cont Value: 3.75
Features: None
Space
Territories: 42
Continents: 7
Avg Cont Value: 3.571
Features: Double Dipping
Tamriel
Territories: 48
Continents: 7
Avg Cont Value: 4.429
Features: Capitals
USA
Territories: 42
Continents: 6
Avg Cont Value: 4.167
Features: None
USApocalypse
Territories: 45
Continents: 6
Avg Cont Value: 5.333
Features: Capitals
U.S. Senate
Territories: 65
Continents: 7
Avg Cont Value: 4.857
Features: None
Valley Of The Kings
Territories: 53
Continents: 10
Avg Cont Value: 2.4
Features: Capitals, One Way Borders, and Ranged Attacks
World 2.1
Territories: 112
Continents: 22
Avg Cont Value: 5.773
Features: Double Dipping and Dead Space
WWII Eastern Front
Territories: 44
Continents: 6
Avg Cont Value: 4.333
Features: Capitals
WWII Iwo Jima
Territories: 36
Continents: 6
Avg Cont Value: 3.833
Features: None
WWII Western Front
Territories: 39
Continents: 6
Avg Cont Value: 4
Features: Bombardments , Capitals, Dead Space, One Way Borders, and Out of Play
8 Thoughts
Territories: 42
Continents: 8
Avg Cont Value: 3
Features: Capitals, Dead Space, Double Dipping, and Negative Bonus
* Feedback Point 2 *
Did I screw up in here? Disagree with me? Anything to add?
Posted: Thu Dec 13, 2007 5:24 am
by Coleman
What We Can Derive
At this point I realized that there may be a way to determine complexity from this. Players tend to get more confused as territory count and continent count rise, but they are all relatively comfortable with classic.
Also, if we can agree on an accepted list of gimmicks, the number of these present in a map increase complexity.
With this information I came up with a formula to determine complexity for a map.
Complexity = ((Territories / 42) + (Continents / 6) + Gimmicks)
This actually turns out to form a really accurate scale that looks like this:
1.01-2.00
2.01-3.00
3.01-4.00
4.01-5.00
5.01-6.00
6.00+
Edit: My formula wasn't very good. I now use a new formula, check out this monster...
(MIN(((Territories/18)+(Continents/6+Average Value of Continents)),10)+MIN((SUM(Total Gimmick Value + Gimmick Frequency Rating)),10))/2
Gimmick Frequency Rating is as follows
Total Gimmicks - Rating
0 to 1 - 0
2 to 3 - 0.25
4 - 0.5
5 - 1
6 or More - 1.75
In the end this results in a scale of 1 to 10 in complexity.
With that here are all our maps sorted by complexity:
Code: Select all
Map Terr Cont Gimm Complexity
Circus Maximus 30 0 1 1.08
Doodle Earth 18 4 0 2.33
Ireland 32 6 0 3.31
Italy 36 5 1 3.34
Australia 36 6 0 3.42
WWII Iwo Jima 36 6 0 3.42
Caribbean Islands 42 8 0 3.52
BeNeLux 41 8 1 3.56
Indochina 31 5 0 3.58
Ancient Greece 40 6 0 3.61
Alexander’s Empire 42 7 1 3.66
France 44 7 0 3.66
Classic 42 6 0 3.67
CCU 43 7 1 3.69
Mongol Empire 40 6 0 3.69
Montreal 49 8 1 3.72
Canada 41 6 0 3.72
Discworld 43 6 1 3.74
Germany 42 6 0 3.75
Hong Kong 42 6 0 3.75
USA 42 6 0 3.75
South America 44 8 0 3.76
Africa 45 6 0 3.83
Puget Sound 42 7 0 3.89
Portugal 36 6 0 3.92
Brazil 45 6 0 3.92
Duck and Cover 24 6 2 4.00
Arctic 48 8 0 4.00
WWII Eastern Front 44 6 1 4.01
British Isles 42 6 1 4.08
Middle East 42 6 0 4.08
Extreme Global Warming 46 7 1 4.13
Middle Earth 46 7 1 4.18
Europe 48 7 1 4.24
Asia 42 6 1 4.25
Tamriel 48 7 1 4.26
Space 42 7 1 4.29
Great Lakes 48 9 1 4.31
Valley Of The Kings 53 10 3 4.38
Philippines 48 7 2 4.40
North America 60 8 0 4.52
USApocalypse 45 6 1 4.54
San Francisco 42 6 3 4.54
Berlin 1961 40 6 4 4.61
Chinese Checkers 60 6 2 4.67
Battle For Australia 66 10 0 4.72
Cairns Coral Coast 60 10 1 4.80
U.S. Senate 65 7 0 4.82
Siege! 56 13 2 5.11
Madness 36 10 4 5.13
Crossword 48 8 1 5.19
King Of The Mountains 45 7 4 5.33
8 Thoughts 42 8 4 5.33
WWII Western Front 39 6 5 5.83
Bamboo Jack 86 13 1 6.00
World 2.1 112 22 2 6.00
Solar System 67 12 4 6.40
Rail USA 42 13 2 6.74
Age of Merchants 58 16 5 7.63
Age of Realms: Might 93 30 5 8.00
Battle Of Actium 96 13 4 8.38
D-Day: Omaha Beach! 72 16 6 9.36
Pearl Harbor 60 11 6 9.63
Conquer Man 151 17 7 10.00
* Feedback Point 3 *
Do you think the complexity formula is good? How could it be improved? Am I even on to something with it?
* Feedback Point 4 *
Do you think that a way to see complexity or sort by it would improve the gameplay experience for players?
Lack
Posted: Thu Dec 13, 2007 5:44 am
by Coleman
Our Evolving Post To LackattackGreetings from the map foundry!
We in the foundry have begun to realize that as we add more and more maps to your game the learning curve for new players continues to increase.
It was never our intent to contribute towards alienating new players by shoving a giant list of unfamiliar maps down their throats. We recognize that when you came up with the alphabetical listing for the maps you had a great idea in putting Classic first, as it allows new players to instantly find something familiar right away.
Unfortunately, these new players often eventually want to try new maps and right now the alphabetical list, while convenient in many instances, is not the best medium for new players to decide what their second map should be.
So the foundry has been hard at work to provide you with a list of possible solutions to this problem.
We want players to be able to find maps that suit them quickly and efficiently in a way that is comfortable to them.
With that in mind
We've come up with a few effective ways of helping new users identify which maps would be good for them to try.1) Info Links Under The PicturesThese would be well written (we aren't sure by who yet) information about each map. This information would include how to play, interesting features, individual map statistics, etc.
(Will Be Link To Information Posts For Each Map Currently Released)
2) Community Map Rating SystemNext to the links we brought up in 1) There could be 5 CC stars. A perfect map has 5 red cc star. A horrible map has 5 gray cc stars.
These stars are an average rating from players who have completed the maps. Our idea is at the end of the game when you load up the links for players to leave feedback for one another you also give them the option to rate the map.
Under our system players can only rate maps they have played and they can only rate once.
3) Map Feedback SystemPlayers have feedback, why not maps? This is an alternate idea for the Map Rating System where each map gets a profile page and can have feedback left for it by players that have played on them.
4) Map Sorting By Categories (Still working on this part)
On the game finder and start a game screen players can choose between different ways of sorting the maps. When they click one the display changes and the maps split up into categories. Inside these categories they would display alphabetically as normal.
Map Size
- 18-36 Small: 10 Maps
- 37-47 Normal: 31 Maps
- 48-66 Large: 16 Maps
- 67+ Huge: 7 Maps
- (Will Be Link To Exact List)
Map type (Fiction, geography, historical Abstract, ect)
Rating
Complexity/Difficulty- 0.00-1.99 Simple/Easy: 10 Maps
- 2.00-3.49 Normal/Medium: 32 Maps
- 3.50-5.49 Complex/Hard: 13 Maps
- 5.50+ Insane: 10 Maps
- (Will Be Link To Exact List)
Posted: Thu Dec 13, 2007 5:56 am
by yeti_c
Crossword has 48 (Use BOB!)
I think that maps could quite easily be grouped by number of territories - then alphabetical...
So For instance...
18-30 - Small Maps
30 - 50 Normal Maps
50 - 80 Large Maps
80+ Huge Maps
You work out which maps are in what then sort them!!
C.
Posted: Thu Dec 13, 2007 6:01 am
by BaldAdonis
yeti_c covered crossword, but here's a few others I found:
D-Day has one way borders;
Solar System has dead space;
and I don't think there's a one-way border in Australia. I could be wrong, I don't play it much, but I don't see any.
Posted: Thu Dec 13, 2007 6:04 am
by edbeard
I agree with yeti_c
As far as breaking things down for people to navigate the type of game easily, the number of territories is a pretty good first step.
On another note, South America has 44 territories.
Posted: Thu Dec 13, 2007 6:05 am
by yeti_c
PS - no way World 2.0 or Conquer Man is more complex than Pearl Harbour...
C.
Posted: Thu Dec 13, 2007 6:09 am
by Coleman
yeti_c wrote:Crossword has 48 (Use BOB!)
I think that maps could quite easily be grouped by number of territories - then alphabetical...
So For instance...
18-30 - Small Maps
30 - 50 Normal Maps
50 - 80 Large Maps
80+ Huge Maps
You work out which maps are in what then sort them!!
C.
Okay, but then it looks like this, out of order, since the point I'm making is that this isn't a very even distribution.
18-30:
Doodle Earth, Duck and Cover, Circus Maximus
30-50:
Circus Maximus, Indochina, Ireland, Portugal, WWII Iwo Jima, Italy, Australia, Madness, WWII Western Front, Ancient Greece, Mongol Empire, Berlin 1961, Canada, BeNeLux, Classic, Germany, Hong Kong, Middle East, USA, Puget Sound, Caribbean Islands, Asia, British Isles, Alexander’s Empire, Space, Rail USA, San Francisco, 8 Thoughts, South America, Discworld, CCU, France, WWII Eastern Front, Africa, Brazil, USApocalypse, King Of The Mountains, Extreme Global Warming, Middle Earth, Arctic, Crossword, Europe, Philippines, Tamriel, Great Lakes, Montreal
50-80:
Valley Of The Kings, Siege!, Age of Merchants, North America, Cairns Coral Coast, Chinese Checkers, Pearl Harbor, U.S. Senate, Battle For Australia, Solar System, D-Day: Omaha Beach!
80+:
Bamboo Jack, Age of Realms: Might, Battle Of Actium, World 2.1, Conquer Man
Posted: Thu Dec 13, 2007 6:12 am
by Coleman
yeti_c wrote:PS - no way World 2.0 or Conquer Man is more complex than Pearl Harbour...
C.
I think you're right. It might be better to just remove territory count from complexity or weaken it's impact on it.
Posted: Thu Dec 13, 2007 6:13 am
by yeti_c
Coleman wrote:yeti_c wrote:Crossword has 48 (Use BOB!)
I think that maps could quite easily be grouped by number of territories - then alphabetical...
So For instance...
18-30 - Small Maps
30 - 50 Normal Maps
50 - 80 Large Maps
80+ Huge Maps
You work out which maps are in what then sort them!!
C.
Okay, but then it looks like this, out of order, since the point I'm making is that this isn't a very even distribution.
18-30:
Doodle Earth, Duck and Cover, Circus Maximus
30-50:
Circus Maximus, Indochina, Ireland, Portugal, WWII Iwo Jima, Italy, Australia, Madness, WWII Western Front, Ancient Greece, Mongol Empire, Berlin 1961, Canada, BeNeLux, Classic, Germany, Hong Kong, Middle East, USA, Puget Sound, Caribbean Islands, Asia, British Isles, Alexander’s Empire, Space, Rail USA, San Francisco, 8 Thoughts, South America, Discworld, CCU, France, WWII Eastern Front, Africa, Brazil, USApocalypse, King Of The Mountains, Extreme Global Warming, Middle Earth, Arctic, Crossword, Europe, Philippines, Tamriel, Great Lakes, Montreal
50-80:
Valley Of The Kings, Siege!, Age of Merchants, North America, Cairns Coral Coast, Chinese Checkers, Pearl Harbor, U.S. Senate, Battle For Australia, Solar System, D-Day: Omaha Beach!
80+:
Bamboo Jack, Age of Realms: Might, Battle Of Actium, World 2.1, Conquer Man
Mine was an example - could tweak it to be a more even spread...
And/Or introduce more groups around the middle size.
C.
Posted: Thu Dec 13, 2007 6:16 am
by WidowMakers
KOTM has one-way borders.
Helipads can attack Kings but Kings cant attack back.
And Conquer Man has dead space as well.
Posted: Thu Dec 13, 2007 6:19 am
by Coleman
yeti_c wrote:And/Or introduce more groups around the middle size.
C.
How about this:
18-32 Tiny : 5 Maps
36-40 Small : 9 Maps
41-42 Normal : 16 Maps
43-49 Large : 18 Maps
53-72 Huge : 11 Maps
86+ Gigantic : 5 Maps
Posted: Thu Dec 13, 2007 6:21 am
by Coleman
WidowMakers wrote:KOTM has one-way borders.
Helipads can attack Kings but Kings cant attack back.
And Conquer Man has dead space as well.
Okay after I correct these all the corrections this post up have been made except adding negative bonus and teleports to gimmicks. (which if I do Conquer Man has both of these as well)
edit: Corrections Done.
Posted: Thu Dec 13, 2007 6:26 am
by BaldAdonis
So Conquer Man is the most complex, by virtue of it's size?
And I don't really think it teleports, just wraps around like Alaska-Kamchatka.
Here's what I came up with for those two, just doing a cursory check.
Negative Bonuses:
Conquer Man
D-Day
USApocalypse
8 Thoughts
Teleport:
Age of Merchants
Age of Might
D-Day
King of The Mountain
Madness
Solar System
Space (maybe not, there are lines connecting them after all)
Valley of the Kings
WWII Iwo Jima (same as space)
Posted: Thu Dec 13, 2007 6:26 am
by yeti_c
Coleman wrote:yeti_c wrote:And/Or introduce more groups around the middle size.
C.
How about this:
18-32 Tiny : 5 Maps
36-40 Small : 9 Maps
41-42 Normal : 16 Maps
43-49 Large : 18 Maps
53-72 Huge : 11 Maps
86+ Gigantic : 5 Maps
Sounds good...
But I think we should aim for 4 groups...
So
18-40 = Small = 14
41-42 = Normal = 16
43-49 = Large = 18
49+ = Huge = 16
C.
Posted: Thu Dec 13, 2007 6:33 am
by WidowMakers
Instead of Size, has there been any thought as to organize the maps by theme? (AND YES. My category names need work)
Geography
Doodle Earth, Indochina, Ireland, Portugal, Italy, Australia, Ancient Greece, Mongol Empire, Canada, BeNeLux, Classic, Germany, Hong Kong, Middle East, USA, Puget Sound, Caribbean Islands, Asia, British Isles, Alexander’s Empire, Rail USA, San Francisco, South America, France, Africa, Brazil, Arctic, Europe, Philippines, Great Lakes, Montreal, North America, Cairns Coral Coast,
Fictional Geography
Discworld, USApocalypse, Extreme Global Warming, Middle Earth, Tamriel, Age of Merchants, Age of Realms: Might,
Historical
Duck and Cover, WWII Iwo Jima, WWII Western Front, Berlin 1961, WWII Eastern Front, Pearl Harbor, Battle For Australia, D-Day: Omaha Beach! , Bamboo Jack, Battle Of Actium
Non-Fiction/Non-Geography
Circus Maximus , Space, Valley Of The Kings, Siege!, Solar System, U.S. Senate,
Abstract/Other
Madness, 8 Thoughts, CCU, King Of The Mountains, Crossword, Chinese Checkers, Conquer Man
Don't complain if I put a map in a bad spot or if my names are poor. Just another idea.
WM
Posted: Thu Dec 13, 2007 6:33 am
by Coleman
BaldAdonis wrote:So Conquer Man is the most complex, by virtue of it's size?
And I don't really think it teleports, just wraps around like Alaska-Kamchatka.
Actually wrong. All the aliens can attack each other and all the diamonds can attack each other. Which I'm pretty sure is teleporting. It's a deceptively complex map, the simple retro arcade graphics make it a wolf in sheep's clothing.
Thanks for finding the others for me though. I'll see about updating it.
Posted: Thu Dec 13, 2007 6:35 am
by Coleman
yeti_c wrote:Coleman wrote:yeti_c wrote:And/Or introduce more groups around the middle size.
C.
How about this:
18-32 Tiny : 5 Maps
36-40 Small : 9 Maps
41-42 Normal : 16 Maps
43-49 Large : 18 Maps
53-72 Huge : 11 Maps
86+ Gigantic : 5 Maps
Sounds good...
But I think we should aim for 4 groups...
So
18-40 = Small = 14
41-42 = Normal = 16
43-49 = Large = 18
49+ = Huge = 16
C.
I like that a lot. I'm copying this into the post I'm going to present for us to tweak up to submit to lack when all our crazy comments and debate are done.
I'm thinking what is really going to help is giving players sorting options instead of forcing something like that on them. So they can sort how it is now, or they can click sort by size and then your four categories pop up, or category, or complexity, ect.
Re: Map Organization Project
Posted: Thu Dec 13, 2007 6:40 am
by MrBenn
Coleman wrote:Towards the end we wanted to sort by complexity. I actually believe this would be the best way, except that DiM correctly pointed out that complexity is completely arbitrary. We have absolutely no way to mathematically determine complexity accurately.
I think I've come up with a way, but we'll get to it later.
The formula approach may need to take account the structure of the map - ie, maps where you can hold large sections with a few territories, etc. This would be quite time consuming...

But, most of this work gets done when the bonuses are calculated... so maybe you could incorporate some sort of 'typical' bonus for each map, and use this to determine the impact that the territory count has on ease? (ie high bonus + low terrs = easier; low bonus + high terrs = harder)
My other idea is completely different, and involves adding a 'Rate this map' option, and aggregating feedback... but I'm not sure how feasable this is!
Posted: Thu Dec 13, 2007 6:41 am
by Coleman
yeti_c wrote:PS - no way World 2.0 or Conquer Man is more complex than Pearl Harbour...
C.
I want to bring this back up.
What I'm going for with complexity is not really a least complex to most complex kind of thing, but more of a way to come up with a bunch of categories like you came up with for size so that players can choose to sort by it and get something like:
Simple
Normal
Tough
Insane
Posted: Thu Dec 13, 2007 6:42 am
by WidowMakers
yeti_c wrote:Coleman wrote:yeti_c wrote:And/Or introduce more groups around the middle size.
C.
How about this:
18-32 Tiny : 5 Maps
36-40 Small : 9 Maps
41-42 Normal : 16 Maps
43-49 Large : 18 Maps
53-72 Huge : 11 Maps
86+ Gigantic : 5 Maps
Sounds good...
But I think we should aim for 4 groups...
So
18-40 = Small = 14
41-42 = Normal = 16
43-49 = Large = 18
49+ = Huge = 16
C.
If we decide to sort by size, I agree we need less categories but I don't think the range should be setup to make the numbers equal. normal maps only have 2 different number (41, 42)? That sort of means most new maps will not be normal sized.
Here is my suggestion:
18-35 = Small (18 territory count range)
36-52 = Normal (17 territory count range)
53-70 = Large (18 territory count range)
71+ = Huge
The number of maps might not divide equally among these different categories but the space between them is better distributed.
WM
Posted: Thu Dec 13, 2007 6:46 am
by WidowMakers
I also did this a while back. Actual highlighted buttons instead on teh check boxes we have now. Much easier to see. IMHO
WM
Posted: Thu Dec 13, 2007 6:48 am
by WidowMakers
And here is another with less categories than I mentioned above.
