Map Information Project [Moderated]

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Map Information Project [Moderated]

Postby Coleman on Fri Dec 14, 2007 3:13 am

Here is where you can start making our information pages for the maps. Our hope is that lackattack will eventually implement these so that players will be able to click an information link to view a page telling more about the map.

This is a huge project and will probably take quite a bit of time. I'm going to try to cover/improve one each day but everyone's help would be greatly appreciated.

A HUGE THANK YOU TO:
    Aerial Attack (Comments/Corrections)
    Bad Speler (Contributor)
    Balsiefen (Contributor)
    cicero (Contributor)
    DiM (Contributor)
    Elijah S (Contributor)
    gimil (Contributor)
    hecter (Contributor)
    Herakilla (Comments/Corrections)
    lanyards (Contributor)
    MarVal (Contributor)
    oaktown (Contributor)
    pepperonibread (Contributor)
    rjbeals (Contributor)
    qwert (Contributor)
    WidowMakers (Contributor)
RULES
    1) Each map should be a single post.
    2) Each map should follow the example format.
    3) No Smilies :x
FAQ
    WidowMakers wrote:Is lack supportive of this idea before we all spend time doing it?
    lackattack wrote:I think [it's] a great idea. I've discussed map descriptions with Andy at some point and it's basically to-do. [The link] could be part of the xml, perhaps as an xml extension? The bigger question is how to display it. A lot of things are put off because of layout.

    WidowMakers wrote:How are the requirements going to change once Information Pages are implemented?
    Coleman wrote:Map authors will need to have their information page complete and approved after Final Forge but before Quench once lackattack implements them on the site.


    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.

Here is an example to get you started:

* blue areas are optional

== Basic Information ==
'''Created by:''' [http://www.conquerclub.com/forum/profile.php?mode=viewprofile&u=51546 pepperonibread] and [http://www.conquerclub.com/forum/profile.php?mode=viewprofile&u=81916 HighCommander540]

'''Creation Thread:''' [http://www.conquerclub.com/forum/viewtopic.php?t=15564 Extreme Global Warming]

'''Number of Territories:''' 46

'''Number of Continents:''' 7

'''Gameplay Feature:''' Dead Space

== Accompanying Story ==
Caused by human hands or not, world climate change has caused coastal floods across the globe.


== Map Background ==
Far in the future, increasing temperatures have triggered the melting of the polar ice caps, leading to a huge increase in sea level. In addition, Antarctica is now warm enough to support life, while areas around the equator have become too hot for humans to withstand.

== Recommended Gameplay Settings ==
All settings are viable.

== Gameplay Feature Associations ==
Dead Space - The five ports that are spread out across the oceans give no bonus.

== Map Description ==
Extreme Global Warming is a exaggeration of what might happen as the world's temperatures are increased. While a world map like Classic, the addition of ports, Antarctica and the Uninhabitable Zone make the gameplay drastically different.

The ocean ports act as a way to travel around the map. In addition, they are often important for holding bonuses, while giving no extra armies themselves. Antarctica adds to the map in a similar way, but also gives a bonus of 5.

More than anything else, the Uninhabitable Zone affects how the game is played. An impassable border, it splits the map in half through the middle, with the exception of three ocean routes. In the case of Africa, the continent is actually cut into two parts, which cannot attack each other directly, making the ports that connect the halves even more important.
Last edited by Coleman on Thu Feb 14, 2008 5:09 pm, edited 19 times in total.
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Postby DiM on Fri Dec 14, 2007 10:45 am

Age of Realms: Age of Might by DiM , yeti_c and Gimil
Map creation Thread: here
Number of Territories: 93
Number of Continents: 199
Gameplay Features: objective / starting neutrals

Accompanying Story:
    will be added

Map Background:
    will be added along with the story

Recommended Gameplay Settings:
    any setting as long as it is with fog

Gameplay Feature Associations:
    1) Objective- hold the 6 castles for 1 turn and you win
    2) Starting neutrals- 87 of the 93 terits start as neutral. their value ranges from 1 to 6 depending on the terit importance and distance from the castle

Map Description:
    will be added
Last edited by DiM on Fri Dec 14, 2007 10:59 am, edited 3 times in total.
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Postby DiM on Fri Dec 14, 2007 10:56 am

Age of Merchants by DiM and yeti_c
Map creation Thread: here
Number of Territories: 58
Number of Continents: 180
Gameplay Features: One way borders / starting neutrals

Accompanying Story:
    will be added

Map Background:
    will be added along with the story

Recommended Gameplay Settings:
    any setting

Gameplay Feature Associations:
    1) One way borders - all the docks can be attacked by all the ports byt they can't attack back.
    2) Starting neutrals - the pirate cove starts with a neutral value of 3

Map Description:
    will be added
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Postby oaktown on Fri Dec 14, 2007 9:14 pm

Duck & Cover by oaktown
Number of Territories: 24
Number of Continents: 6
Gameplay Features: Bombardments / Double Dipping

Accompanying Story:
    It's the 1950s, and Bert the Turtle wants us to stay safe at the dawn of the atomic era.
Recommended Gameplay Settings:
    2-4 players
    I'd say no cards for small maps, but that's just me
Gameplay Feature Associations:
    1) Bombardments - Russian aircraft can nuke the USA, and vice-versa
    2) Double Dipping - the USA-only bonus lies within the North American continent bonus; you don't collect both
Map Description:
    Duck & Cover was designed in response to requests for another 'small' map. As a result the map features a low territory count, small continents, and quick routes to get you from one side of the map to the other.

    The map represents a polar view of the Northern Hemisphere, with the rising nuclear superpowers facing off on either side of the map. As Bert the Turtle warns, watch out for bombardments by the other side's aircraft - just when you think you're safe, your world can be shattered by an atomic attack!
Last edited by oaktown on Mon Dec 17, 2007 3:40 am, edited 1 time in total.
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Re: Map Information Project [Heavily Moderated]

Postby Bad Speler on Fri Dec 14, 2007 11:58 pm

Arctic by Bad Speler
Creation Topic: http://www.conquerclub.com/forum/viewtopic.php?t=4786
Number of Territories: 48
Number of Continents: 8
Gameplay Features: None

Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    None
Map Description:
    Arctic is a real geography map centered over the North Pole.

    There are seven land continents, and a three territory ice cap in the center yielding a bonus of three. It may thus seem wise to try and hold the ice cap, but it borders six of the seven land continents, and nine different territories.

    In fact, continents are hard to hold in Arctic, as each continent borders at least three others!

    A good map for the new player wanting to try out a map other than Classic, as it is relatively simple while adding that important, central ice cap.
Last edited by Bad Speler on Thu Dec 20, 2007 2:33 am, edited 2 times in total.
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Re: Map Information Project [Heavily Moderated]

Postby pepperonibread on Sat Dec 15, 2007 1:53 pm

Extreme Global Warming by pepperonibread and HighCommander540
Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=15564
Number of Territories: 46
Number of Continents: 7
Gameplay Features: Dead Space

Accompanying Story:
    Caused by human hands or not, world climate change has caused coastal floods across the globe.
Map Background:
    Far in the future, increasing temperatures have triggered the melting of the polar ice caps, leading to a huge increase in sea level. In addition, Antarctica is now warm enough to support life, while areas around the equator have become too hot for humans to withstand.
Recommended Gameplay Settings:
    Any.
Gameplay Feature Associations:
    1) Dead Space - The five ports that are spread out across the oceans give no bonus.
Map Description:
    Extreme Global Warming is a exaggeration of what might happen as the world's temperatures are increased. While a world map like Classic, the addition of ports, Antarctica and the Uninhabitable Zone make the gameplay drastically different.

    The ocean ports act as a way to travel around the map. In addition, they are often important for holding bonuses, while giving no extra armies themselves. Antarctica adds to the map in a similar way, but also gives a bonus of 5.

    More than anything else, the Uninhabitable Zone affects how the game is played. An impassable border, it splits the map in half through the middle, with the exception of three ocean routes. In the case of Africa, the continent is actually cut into two parts, which cannot attack each other directly, making the ports that connect the halves even more important.
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Postby Elijah S on Mon Dec 17, 2007 3:11 am

American Civil Warby Elijah S
Map Creation Thread: viewtopic.php?t=27877
Number of Territories: 42
Number of Continents: 14
Gameplay Features: One-Way Attacks / Ranged Attacks

Recommended Gameplay Settings:
    All settings work well.
Gameplay Feature Associations:
    1) One-Way Attacks - Maryland, home of Annapolis (US Naval Academy), can one-way attack all Union ships.
    2) Ranged Attacks - Maryland can attack all the Union Ships through a rule, not an obvious connection on the map.
Map Description:
    A variation of the Classic board-style, ACW is based on the clash between The United States of America and successionist Confederate States of America between 1861 and 1865.

    The board graphics combine blue, the color of the Union uniforms, gray, the color of Confederate uniforms, and earth-tones, which provide a look of antiquity.

    The bonus groupings, river barriers and positioning of ships encourages North vs. South gameplay and the overall layout requires constant evaluation of strategies and a keen eye for what bonuses your opponents have and are trying to get.

    Will you take General Sherman and march to Atlanta, or deploy onto Confederate ships in an effort to break the strangling Union Blockade? - The choice is yours!
Last edited by Elijah S on Sat Jun 14, 2008 2:53 am, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:45 pm

King of the Mountains
== Basic Information ==
'''Created by:''' by WidowMakers
'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=11009

'''Number of Territories:''' 45

'''Number of Continents:''' 7

'''Gameplay Feature:''' Capitals / Collections / One Way Borders / Ranged Attacks

== Recommended Gameplay Settings ==
Any

== Gameplay Feature Associations ==
1) Capitals - The KING territories use this feature.
2) Collections - The KING territories use this feature.
3) One Way Borders - Helipads can attack the KINGs, but the KINGs cannot attack back.
4) Ranged Attacks - Helipads can attack the KINGs, but are not visibly connected to them.

== Map Description ==
King of the Mountains (KOTM) is an abstract style map, based around the concept of conquering all of the 5 mountains and thus being declared King.

Each of the mountains has a peak or KING territory. When occupying 2 or more of these, a player starts to receive bonus armies. The more KINGs, the more bonus. While the mountain KING territories are an important aspect of the game from a bonus perspective, they are not the most important part of the game.

The helipad territories can attack any KING and the other helipads. So while they do not provide a good army bonus, they are a very important tactical territory to hold.

So a player must decide whether it is better to hold the helipads and attack or try to secure the KINGs and hold on with a defensive posture.

ENJOY!
Last edited by WidowMakers on Sun Jan 27, 2008 4:39 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:46 pm

8 Thoughts
== Basic Information ==
'''Created by:''' Concept & XML by Coleman / Graphics by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=14537

'''Number of Territories:''' 42

'''Number of Continents:''' 8

'''Gameplay Feature:''' Capitals / Dead Space / Double Dipping / Negative Bonus

== Map Background ==
8 Thoughts is inspired by the religious system in an online game known as Dark Ages. Each thought in the map could be equated to one of the gods in the game and the 8 point star used on the map for figuring out allied bonuses is known as the 8 Point Star of Danaan in Dark Ages.

For the map of 8 Thoughts the thoughts are simply realms of the mind. Each thought or ideal is something people in history have devoted their lives to in some fashion or another.

Being totally one with a thought (holding all of it) gives a positive bonus because, as in life, total devotion to a specific path can be rewarding.

Conflicting ideas share a single space to represent this conflict on the map.

Thoughts that can coexist without obstructing each other (as connected by the 8 point star) also give a bonus if the core concept of each is held.

Holding all of a thought and the mind provides a negative bonus that grows as more thoughts are added. This is because nothing short of complete balance in all thoughts is truly good for the mind. Reason is contained inside the mind protected by the strict ideals surrounding it and only in complete balance of all thoughts is reason truly accessed and fully free.

== Recommended Gameplay Settings ==
3 to 4 Players are Recommended, all settings.

== Gameplay Feature Associations ==
1) Capitals - The Allied Symbols form groups of three to utilize this feature.
2) Dead Space - The territory Reason, falls under this category.
3) Double Dipping - Each Thought Group shares two border territories with each neighboring Thought Group.
4) Negative Bonus - Holding a Thought Group along with the Mind territory gives -1 bonus at beginning of players turn

== Map Description ==
8 Thoughts is a philosophical map where players are asked to unite the 8 realms of human thought. Each thought provides a simple bonus of +3. Holding a thought can be difficult as all realms overlap with their neighbors. There is also an allied bonus of +2 for core thought symbols that connect via the star.

A complete list of these if the star is confusing you:
Mandate - Prosperity - Learning
Demise - Revelation - Conflict
Peace - Learning - Charity
Prosperity - Conflict - Mandate
Revelation - Charity - Demise
Learning - Mandate - Peace
Conflict - Demise - Prosperity
Charity - Peace - Revelation
Also a feature of the map is the -1 mind bonus per each held thought. This is here for gameplay reasons as holding mind can greatly decrease the borders you need to protect and it provides access to break each thought.

Reason was added for two reasons. One, to make the total number of territories convenient for eliminating random neutrals and Two, to make holding just mind not enough to reap all the benefits of it as another player with reason early on can take it away from you.

One convenient strategy that frequently wins the map are dominating a bunch of adjacent thoughts and mind and making your way from thought group to thought group around the map, keeping your number of needed to be defended borders as small as possible.

The other strategy that frequently wins is running around the outside stacking up allied thought symbols. If done subtly and quickly enough you can surprise players with your sudden high army deployment and overtake them.

ENJOY!
Last edited by WidowMakers on Sun Jan 27, 2008 4:41 pm, edited 1 time in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:47 pm

The Great Lakes
== Basic Information ==
'''Created by:''' Graphics/Concept by WidowMakers / XML by Coleman

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=15815

'''Number of Territories:''' 48

'''Number of Continents:''' 10

'''Gameplay Feature:''' Collection

== Recommended Gameplay Settings ==
Any

== Gameplay Feature Associations ==
Collection - The Lake territories use the collection feature. Any grouping of 3, 4 or 5 Lake territories will give you a bonus.

== Map Description ==
This a real world geography map set over The Great Lakes region, which includes a portion of the United States and Ontario, Canada.

Continents on this map are made up of several American States and the Canadian Province of Ontario. In addition the lakes themselves serve as connections about the map and holding 3 to 5 of the lakes provides a bonus.

The lakes are difficult to hold as they are incredibly useful for getting around the map and decreasing borders.

The high number of small continents and reasonable territory count makes this a great map for any style game.

Enjoy!
Last edited by WidowMakers on Sun Jan 27, 2008 4:38 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:48 pm

Cirvs Maximvs
== Basic Information ==
'''Created by:''' Original by Rocksolid / Revamp by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=1674
'''Revamp Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=19792

'''Number of Territories:''' 30

'''Number of Continents:''' 0

'''Gameplay Feature:''' One Way Borders

== Recommended Gameplay Settings ==
Single player, no cards. Teams tend to provide unbalanced gameplay on this map and cards make turn order too important. Escalating cards is the worst because cashing in at the right time allows someone to kill everyone else without facing retaliation more so than any other map.

== Gameplay Feature Associations ==
One Way Borders - Every territory on the map can only attack (counter-clockwise) the territories in front of it.

== Map Description ==
Welcome to Rome! This is actually the simplest map on the entire site as all you need to know is you can attack forward and there are no continents.

With that in mind it is going to be up to you to decide what kind of strategy you would like to use, experiment and be wary as the circuit doesn't end until you are the only one left.

No Continents!

No Bonuses!

No Mercy!

Protect your back...
Last edited by WidowMakers on Sun Jan 27, 2008 4:36 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:49 pm

Canada
== Basic Information ==
'''Created by:''' Original by Marcol / Revamp by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=495

'''Revamp Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=29165

'''Number of Territories:''' 42

'''Number of Continents:''' 6

'''Gameplay Feature:''' None

== Recommended Gameplay Settings ==
Any

== Gameplay Feature Associations ==
None

== Map Description ==
This is the real world geography map of Canada.

The gameplay strongly resembles Classic making this map worth considering if you feel comfortable with Classic but desire a change of venue.
Last edited by WidowMakers on Sun Jan 27, 2008 4:43 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:49 pm

IndoChina
== Basic Information ==
'''Created by:''' Original by Freakshow / Revamp by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=1022

'''Revamp Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=24206

'''Number of Territories:''' 31

'''Number of Continents:''' 5

'''Gameplay Feature:''' None

== Recommended Gameplay Settings ==
2 to 4 Players. The small size of the map as well as the layout makes more than 4 not recommended if you want a balanced game.

== Gameplay Feature Associations ==
None

== Map Description ==
This is a real world geography map of Indochina.

The low territory count of this map makes it more suited to games with less players. This map also features a bottle neck between the top and bottom of the map which many users tend to find undesirable.

Still, it is a map to consider if you are interested in a shorter game.
Last edited by WidowMakers on Sun Jan 27, 2008 4:44 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:50 pm

Rail USA
== Basic Information ==
'''Created by:''' Concept & XML by CairnsWK / Graphics by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=23064

'''Number of Territories:''' 77

'''Number of Continents:''' 13

'''Gameplay Feature:''' Double Dipping / Naming Confusion

== Map Background ==
Acquiring individual stations and terminals on Route Trains, battle your way across the USA on the vast Amtrak network seeking to control the entire system.

== Recommended Gameplay Settings ==
Any.

== Gameplay Feature Associations ==
1) Double Dipping - Several cities represented on the map have multiple territories (Station Terminals). Some of these territories are included in multiple railroad lines. Example: OMA is part of the California Zephyr and Pioneer rail lines. Because of this, two players cannot both own one of these bonus groups because OMA is included in both.
2) Naming Confusion - The names of the territories are represented by the three city letters and the first three letters of the rail line. Plus, due to the fact that a city can contain multiple territories, misdeployment is much easier than when playing conventionally named maps. Make sure you read the names first and deploy your troops carefully.

== Map Description ==
Rail USA started as an idea for the train enthusiasts. In the background, was the idea that rather than have a set of clustered territories bordering each other in continents, there could be a string of territories for each continent, and these could intersect/border at terminal (large) city stations where several train routes meet.

Because of the Amtrak network, most lines seemed to terminate at Chicago, and this was given a special bonus to accommodate that factor.

However, deliberately planned was the fact that a couple of lines/routes had to run at cross-purposes to the lines that ran into Chicago. To achieve this, the addition of an old now unused Amtrak route (The Pioneer) was added (from Seattle to Chicago via Boise and Salt Lake City) and the existing line of the Heartland Flyer (from Fort Worth to Oklahoma City) was extended after it was discovered that there was a proposal in place to terminate that route at Denver.

This meant that it was now possible to cross-country from Florida to Seattle without having to transverse Chicago.

The fact that one has to attack along a line, is no different from several territories in a clustered group having impassable bordering adjoining continents. The map probably confused more people because it didn't have the standard "Classic" look but rather sets of railway lines.

There was a slightly more complex idea for the attacking situation, however this didn't eventuate after the Foundry settled on a solution that was more understandable for the masses.

The map nows stands as a benchmark for differentiation in achievable types of gameplay and graphics.
Last edited by WidowMakers on Sun Jan 27, 2008 4:45 pm, edited 3 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:51 pm

ConquerMan
== Basic Information ==
'''Created by:''' Graphics & Concept by WidowMakers / XML by Coleman

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=29379

'''Number of Territories:''' 151 (10 start neutral)

'''Number of Continents:''' N/A

'''Gameplay Feature:''' Adjusted Territory Bonus / Autodeploy / Dead Space / Naming Confusion / Negative Bonus / Ranged Attacks / Strategic Resources

== Map Background ==
This map is inspired by classic arcade game Pac Man but special care was taken to ensure fair use.

== Recommended Gameplay Settings ==
Speed, Freestyle, Chained, Escalating

== Gameplay Feature Associations ==
1) Adjusted Territory Bonus
1-30 is normal
31-60 is +1 per every 4 territories
61-100 is +1 per every 5 territories
101 up is +1 per every 6 territories
2) Autodeploy - The cupcake uses this feature and grows by 4 every turn.
3) Dead Space - All the pellets have no bonuses associated.
4) Naming Confusion - The names of most territories are represented by 2 letters. The FIRST letter represents the row (A is the 1st row, B is the 2nd ...). The SECOND letter represents the column (A is the 1st column, B is the 2nd …). Since the majority of the territories are 2 letters, misdeployment is much easier than when playing conventionally named maps. Make sure you read the names first and deploy your troops carefully.
5) Negative Bonus - Holding Conquer Man and the Aliens without their corresponding pellets results in negative armies.
6) Ranged Attacks - All the diamonds are connected and all the aliens are connected through a rule and not visible connections on the map.
7) Strategic Resources - Instead of traditional continents the special territories on the map must be collected for an extra bonus.

== Map Description ==
This is an abstract map with a classic arcade design that features animation and our hero Conquer Man!

It's important to note that the bonuses on this map override each other, so if you have conquer man and an alien without the diamond you not only get -3 but lose the +2 for conquer man as well since aliens completely weaken the poor guy without the diamonds.

This is not necessarily obvious at first glance.

Also, the map makes it possible to not be able to deploy anything if you aren't careful with Conquer Man and the Aliens.

To win you must have Conquer Man eat all the pellets and defeat the evil Aliens by snatching their corresponding Diamonds before munching them. Don't forget to grab the Cupcake for even more bonus as Conquer Man loves Cupcakes!
Last edited by WidowMakers on Sun Jan 27, 2008 4:47 pm, edited 2 times in total.
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Postby WidowMakers on Mon Dec 17, 2007 6:52 pm

Montreal
== Basic Information ==
'''Created by:''' Original by Rocksolid / Revamp by WidowMakers

'''Creation Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=1033
'''Revamp Thread:''' http://www.conquerclub.com/forum/viewtopic.php?t=22046

'''Number of Territories:''' 48

'''Number of Continents:''' 8

'''Gameplay Feature:''' Autodeploy

== Recommended Gameplay Settings ==
Any

== Gameplay Feature Associations ==
Autodeploy-Down Town gives +1 for being held at beginning of players turn

== Map Description ==
This is a map of the Canadian city of Montréal.

This map features unique gameplay and a slightly larger territory and continent count then classic.

Anyone who enjoys Classic should find this map enjoyable if they are looking for a change of venue.
Last edited by WidowMakers on Sun Jan 27, 2008 4:34 pm, edited 4 times in total.
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Postby edbeard on Thu Dec 27, 2007 7:42 pm

Caribbean Islands by edbeard
Number of Territories: 42
Number of Continents: 8
Gameplay Features:

None

Map Background:

British Ship names taken from War of Jenkins' Ear

Spanish Ship names taken from famous commanders of that era and region.

Recommended Gameplay Settings:

I like 2 player flat rate adjacent games

A frequent player of the map recommends 3/4 player standard escalating unlimited

Map Description:

A basic Geography map.

With lots of relatively small bonuses, players can start out almost anywhere and go to victory.

In the early goings, and especially in two player games, the British Ships are quite important.
Last edited by edbeard on Thu Feb 14, 2008 4:53 pm, edited 2 times in total.
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Postby edbeard on Thu Dec 27, 2007 7:46 pm

South America by edbeard and Marvaddin
Number of Territories: 44
Number of Continents: 8
Gameplay Features:

None

Map Background:

Geographic regions on the map are used to separate the continent into different bonus regions.

Recommended Gameplay Settings:

unsure

Map Description:

A basic Geography map.

not sure what to put here really
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Re: Map Information Project [Heavily Moderated]

Postby Blitzaholic on Fri Dec 28, 2007 12:40 am

Coleman wrote:Here is where you can start making our information pages for the maps. Our hope is that lackattack will eventually implement these so that players will be able to click an information link to view a page telling more about the map.

This is a huge project and will probably take quite a bit of time. I'm going to try to cover/improve one each day but everyone's help would be greatly appreciated.

A HUGE THANK YOU TO:
    Aerial Attack (Comments/Corrections)
    Bad Speler (Contributor)
    DiM (Contributor)
    Elijah S (Contributor)
    Herakilla (Comments/Corrections)
    oaktown (Contributor)
    pepperonibread (Contributor)
    WidowMakers (Contributor)
    lack attack
    coleman

    ENJOY!



ty for all you have done for this site, added a couple names
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Postby gimil on Fri Dec 28, 2007 9:20 am

Feudal War: Conquest by gimil ,yeti_c and DiM
Number of Territories: 82
Number of Continents: none
Gameplay Features:

Bombardment -
Partical continent bonuses -
Non-bonus territories -
Automatically deployed bonuses -

Map Background:

***will update in a few hours***

Recommended Gameplay Settings:

Fog of War, Chained, no cards

Map Description:

***will update in a few hours***
Last edited by gimil on Fri Dec 28, 2007 9:26 am, edited 2 times in total.
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Postby gimil on Fri Dec 28, 2007 9:24 am

Portugal by gimil
Number of Territories: 36
Number of Continents: 6
Gameplay Features:

None

Map Background:

This is a geographical map representing the country of Portugal.

Recommended Gameplay Settings:

Standard, no fog, no cards.

Map Description:

A basic Geography map.
What do you know about map making, bitch?

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Postby Qwert on Fri Dec 28, 2007 10:54 am

WWII EASTERN FRONT by qwert 2006-2007
map creation thread-
Number of terittory:44
Number of continents:6
Gameplay Features:Collecting

recommended Gameplay Settings:
Good for all.

Gameplay Feature Associations:
Colecting-Holding all Capitals give Extra Bonus.

Map Description:
These is a map of Eastern front area, and is based in fight between Red Army and German Werhmacht 1941-1944.Each terittory present one of Bigest Battles in Eastern front(Stalingrad Battle,Kursk Battle...........).Three German FieldMarshals agains three Red Army,who will win these depend on you.
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Postby Qwert on Fri Dec 28, 2007 10:56 am

WWII Operation IWO JIMA by qwert 2007
Map creation thread-
Number of terittory:36
Number of continents:6
Gameplay Features:none

Recomended Gameplay Settings:
Perfect for 4 player.

Map Description:
Operations Map for Capturing small Japanese island in Pacific.Very strategic place for US Army,because three Air Field who will alove Bombarding mainland Japan.
Invade Island,and then Conquer hem,but watch on tunnels,he can be very dangerous.
Last edited by Qwert on Fri Dec 28, 2007 11:00 am, edited 1 time in total.
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Postby Qwert on Fri Dec 28, 2007 10:57 am

WWII WESTERN FRONT by qwert 2007
Map creation thread-
Number of terittory:39
Number of continents:6
Gameplay features:Collecting,one way attack,Bombardment,Dead Space

Recomended Gameplay Settings:
3-5 players

Map Description:
These is a map of Western front area,and is based in fight between Western Ally(Britain,US) and German Werhmacht 1944-1945.
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Re: Map Information Project [Heavily Moderated]

Postby Bad Speler on Wed Jan 02, 2008 12:52 pm

== Basic Information ==
'''Created by:''' [url=http://www.conquerclub.com/forum/profile.php?mode=viewprofile&u=8211 Bad Speler]
'''Creation Thread:''' [http://www.conquerclub.com/forum/viewtopic.php?t=10371 Iberia]

'''Number of Territories:''' 56

'''Number of Continents:''' 9

'''Gameplay Feature:''' None

== Map Background ==
Basic geography map.

== Recommended Gameplay Settings ==
4-8 players

== Gameplay Feature Associations ==
None

== Map Description ==
Iberia is a real geography map featuring the Iberian Peninsula which is Andorra, mainland Spain, and mainland Portugal.

There are nine continents, with the four corner ones being small continents having a bonus of two. This makes the corners good bases for players to expand from.

In the centre of the map are three large continents, essentially making a neutral battlefield.
Last edited by Bad Speler on Wed Feb 06, 2008 5:40 pm, edited 4 times in total.
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