Discuss the pros and cons of a test site.
What would it achieve?
Who would get into the test site?
How many games should be played before the game play stamp is given?
Degaston started this line so will quote the posts so far starting with his.
degaston wrote:koontz1973 wrote:It has been said, and many agree with it, that the standards within the map making community for conquer club has declined over the past year or two. If, and this is a big if, is this true, and who is to blame for it and what can be done about it.
Sorry I missed this discussion when it was more relevant. I see you mentioned my map, Murder One (Clue), in your article and said that development stopped when the know how to carry on or community support fell away after time.
As I recall, the main reason I stopped working on it was because I felt that there was something important missing from the foundry. Namely, the ability to try out a map under development. This may not be necessary for a classic-style map with straightforward play, but for a relatively complicated map like mine that was going to use several of the special features, deciding on the "best" combination of territories, connections, neutrals, bonuses, objectives, etc. is not something that I think can be adequately resolved through a forum discussion.
There were a variety of conflicting suggestions made, and I would have like to have tried several of them to see what worked and what didn't. Unfortunately, the foundry requires that you choose one particular path, get the game-play for that path approved, tweak the graphics until everyone is happy, create the xml, and then finally you get a chance to actually play it. If the game-play turns out to be just so-so... oh well. You can tweak a few things here and there, but who in their right mind is going to go back and make major structural changes to the design of the game after doing all that graphics work? I suppose a few people may, but I don't have the patience for that kind of wasted effort. As a programmer, I know a poor development process when I see it.
Is it any wonder that the quality of maps has declined? Trying something unique carries too big a risk if the experiment fails. So map makers mostly have to stick with something that they know will work, and that everyone can understand without playing. The solution is obvious, fairly simple, and I've mentioned it before. Create a "sandbox" where anyone can plug in their jpg and xml map files and play a solitaire game or invite some friends for a no-points game. It shouldn't be very hard to modify the existing system to do this, but I don't have the time to create it from scratch.
So that's my 2¢. If it's ever implemented, I'd be happy to finish my map.