Conquer Club

Golfe Du St. Laurent

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Golfe Du St. Laurent

Postby QoH on Sat Jun 25, 2011 11:21 pm

I know I haven't been commenting on this map, but I'd like to say it looks amazing. THanks for putting in all this effort Tisha.

Even after you fixed it, when I eyeball it (by no means perfect) the border still slants to the left. Maybe I'm seeing things. I'd suggest measuring ht distance at the top and the bottom and try and match those a close as you can together. Also, just stepping back and looking at it can do wonders.
Major QoH
 
Posts: 1817
Joined: Fri Aug 20, 2010 12:37 pm

Re: Golfe Du St. Laurent

Postby Tisha on Sat Jun 25, 2011 11:37 pm

QoH wrote:I know I haven't been commenting on this map, but I'd like to say it looks amazing. THanks for putting in all this effort Tisha.

Even after you fixed it, when I eyeball it (by no means perfect) the border still slants to the left. Maybe I'm seeing things. I'd suggest measuring ht distance at the top and the bottom and try and match those a close as you can together. Also, just stepping back and looking at it can do wonders.

I just checked it closer, not just by eye. It's slants one pixel.. that is close enough for me.

Click image to enlarge.
image

Image
http://h1.ripway.com/Tisha1276/Golfe.xml
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby AndyDufresne on Mon Jun 27, 2011 9:40 am

Slant one pixel. I like the sound of this phrase.

And I like the look of this map, too.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24919
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: Golfe Du St. Laurent

Postby osujacket on Mon Jun 27, 2011 3:55 pm

when is this coming out in beta????

Its time isnt it?
Sergeant 1st Class osujacket
 
Posts: 915
Joined: Fri Jun 23, 2006 9:16 pm
Location: marion ohio

Re: Golfe Du St. Laurent

Postby MrBenn on Mon Jun 27, 2011 5:23 pm

A pixel under any other name would smell just as pixelly......
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Lieutenant MrBenn
 
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Golfe Du St. Laurent

Postby MrBenn on Mon Jun 27, 2011 5:24 pm

          Beta - Quenching

---The Final Forge period has concluded for the Golfe Du St. Laurent Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!

              Image


While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Please update the Map Information Portal with details of your map
    3. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


--MrBenn
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Lieutenant MrBenn
 
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Golfe Du St. Laurent

Postby Bruceswar on Mon Jun 27, 2011 5:50 pm

congrats and well done!
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Golfe Du St. Laurent

Postby Victor Sullivan on Mon Jun 27, 2011 7:31 pm

Nice! :)

-Sully
User avatar
Corporal Victor Sullivan
 
Posts: 6010
Joined: Mon Feb 08, 2010 8:17 pm
Location: Columbus, OH

Re: Golfe Du St. Laurent

Postby Tisha on Mon Jun 27, 2011 7:51 pm

thanks guys ;)
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby Tisha on Tue Jun 28, 2011 11:17 am

Game 9316393
pw: Golfe

FULL.
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby thenobodies80 on Wed Jun 29, 2011 5:53 am

Blue numbers are a bit hard to see on Cape Breton, I suggest to move the coords few pixels down, where you have a lighter color.

Image
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Golfe Du St. Laurent

Postby Tisha on Wed Jun 29, 2011 1:02 pm

thenobodies80 wrote:Blue numbers are a bit hard to see on Cape Breton, I suggest to move the coords few pixels down, where you have a lighter color.

Image

http://h1.ripway.com/Tisha1276/Golfe.xml

better?
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby cairnswk on Wed Jun 29, 2011 1:49 pm

This has a vry "Tisha" look about it :)
Very nice.
Congrats for Beta, and for perserverence =D>
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
Private cairnswk
 
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Location: Australia

Re: Golfe Du St. Laurent

Postby Tisha on Wed Jun 29, 2011 3:26 pm

cairnswk wrote:This has a vry "Tisha" look about it :)
Very nice.
Congrats for Beta, and for perserverence =D>

It's pretty :P
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby Bruceswar on Thu Jun 30, 2011 9:33 pm

OK how can we fix the drops? In 2 of the of 2 games someone has either A started with a bonus or B taken one right out of the gate which is unbreakable. I know not much can be done, but seems like maybe coding different starting positions or something? I am at a loss how to fix it right now.


P.S. very pretty map and well done!
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Golfe Du St. Laurent

Postby Orange-Idaho-Dog on Thu Jun 30, 2011 11:43 pm

^ Agree 100%, something needs changed. In my team game, team one was dropped 2 bonuses (Labrador & Great North) minus one territory. By round 2 they had both and were unbreakable.
Image
Looking for a clan? Click here to send me a PM and find out how to join The Underworld! *Selective Recruitment*
User avatar
Sergeant 1st Class Orange-Idaho-Dog
 
Posts: 555
Joined: Sun Jan 14, 2007 12:41 pm
Location: South Carolina

Re: Golfe Du St. Laurent

Postby ender516 on Fri Jul 01, 2011 12:57 am

Well the obvious simple changes are, first, putting a neutral in each of the 3-region bonus zones (New Brunswick, Newfoundland, and Labrador). But that still leaves a 2% chance of anyone in a 3-player game dropping a 4-region bonus zone, and there are three of them: Great North, Est Du Quebec and Nova Scotia. So, perhaps a neutral in each of those as well?
Starting positions might work too, but my first few checks on possible combinations seem to lead to 1v1 games where players start with 12 regions, which is a bad number, as it is too easy for the first player to take one region and reduce the second player's deployable troops.
User avatar
Sergeant 1st Class ender516
 
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Location: Waterloo, Ontario

Re: Golfe Du St. Laurent

Postby danfrank on Fri Jul 01, 2011 9:50 am

i haven`t played this map yet , and i may have said this before but this map shows that we need more female map makers ! This map is so graphically pleasing and by that i mean , the colors and shading are so easy to look at , while the cupid and flowers in the corners add that special touch. Great Job Tisha and i hope to see more maps from you in the near future :mrgreen:
Corporal 1st Class danfrank
 
Posts: 611
Joined: Mon Dec 24, 2007 1:19 am

Re: Golfe Du St. Laurent

Postby danfrank on Fri Jul 01, 2011 10:02 am

ender516 wrote:Well the obvious simple changes are, first, putting a neutral in each of the 3-region bonus zones (New Brunswick, Newfoundland, and Labrador). But that still leaves a 2% chance of anyone in a 3-player game dropping a 4-region bonus zone, and there are three of them: Great North, Est Du Quebec and Nova Scotia. So, perhaps a neutral in each of those as well?
Starting positions might work too, but my first few checks on possible combinations seem to lead to 1v1 games where players start with 12 regions, which is a bad number, as it is too easy for the first player to take one region and reduce the second player's deployable troops.



How about starting with ten terts each on a 2 player game.. i am not too fond of this type of game mechanics , starting positions mean what ? neutrals ? or places where players may have a starting territory . and neutral starting territories are always starting neutral regardless of the amount of players or do these factors change with the amount of players involved ?
Corporal 1st Class danfrank
 
Posts: 611
Joined: Mon Dec 24, 2007 1:19 am

Re: Golfe Du St. Laurent

Postby Orange-Idaho-Dog on Fri Jul 01, 2011 10:54 am

I haven't even looked in to singles on the map yet. But I know team games are gonna be a problem. Maybe the more players, the better the chance of the bonuses being split up. But the game I mentioned earlier was lost from the drop (literally, not just an excuse for losing..)
Image
Looking for a clan? Click here to send me a PM and find out how to join The Underworld! *Selective Recruitment*
User avatar
Sergeant 1st Class Orange-Idaho-Dog
 
Posts: 555
Joined: Sun Jan 14, 2007 12:41 pm
Location: South Carolina

Re: Golfe Du St. Laurent

Postby Tisha on Fri Jul 01, 2011 8:56 pm

What's three neutral territories going to do to the territory count?
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Golfe Du St. Laurent

Postby ender516 on Sat Jul 02, 2011 1:23 am

I am working on some calculations using MrBenn's Bonus Spreadsheet, but it is too late to finish and post them tonight. Probably inside of 24 hours.
User avatar
Sergeant 1st Class ender516
 
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Location: Waterloo, Ontario

Re: Golfe Du St. Laurent

Postby HighlanderAttack on Sun Jul 03, 2011 6:03 am

I love this little map--might be too easy to get bonus, but it is a nice little 1v1 map for sure. I might make the bonus structure one less on each bonus region, but I might not change anything either. Great job--love it
We are what we repeatedly do. Excellence, therefore, is not an act but a habit.
User avatar
Lieutenant HighlanderAttack
 
Posts: 10746
Joined: Sun Jul 27, 2008 9:01 am

Re: Golfe Du St. Laurent

Postby ender516 on Mon Jul 04, 2011 12:17 am

Okay, here are some tables to help with the discussion about neutrals and starting positions. These were all produced using MrBenn's Bonus Probability Calculator spreadsheet.

First, the status quo:

Click image to enlarge.
image


As you can see, the probability of someone dropping a bonus are quite high.

Next, if we put a neutral into each 3-region bonus zone (Labrador, Newfoundland, and New Brunswick):

Click image to enlarge.
image


With this arrangement, we are no longer concerned with the probabilities of 3-region zones. Things are better, but the chance of dropping one of the 4-region bonus zones is still significant.

Now, if we put one neutral in each of those regions (Great North, Nova Scotia, and Est Du Québec):

Click image to enlarge.
image


Again this looks better, but we must consider the problem that the 3 non-neutral regions of one of those zones could be easily dropped on one player, who could then get that bonus easily in the first round. This is not strictly counter to foundry guidelines, but it might still make for poor gameplay. In fact, the 3-region zones with one neutral each could also be easily taken by a player dropping the two non-neutrals.

Now, using starting positions can ensure that small zones are well split up, so that they cannot be taken too easily on the first turn.

For example, Labrador, Newfoundland, and New Brunswick can be distributed among three starting positions:

Click image to enlarge.
image


In order to prevent two-player games from starting with 12 regions per player (which puts the second player at a disadvantage for his first deployment), these starting positions must use regions that are "underlying neutrals", that is, that start neutral if they are not distributed to a player, which happens with one of the three starting position sets when playing 1v1, and for all starting positions in games with 4 or more players.

We still have a significant chance of dropping Great North, Nova Scotia, and Est Du Québec. So let's throw them into the starting positions. Just taking one region from each zone can actually make things worse, by making the situation more like a 3-region zone, which is relatively easy to drop, combined with the 1/3 chance that the starting position matches and gives that player the whole bonus. Let's look at taking two out of each of those zones:

Click image to enlarge.
image


With this setup, we ensure that the 4-region zones are not dropped, but I believe we are making it quite likely that someone will have 3 out of 4 regions in one of these zones.

Also, the probability of someone dropping the 5-region zone, Duplessis, is now on the rise.

I have no more time to explore this tonight, but will present some more possibilities soon.
User avatar
Sergeant 1st Class ender516
 
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Location: Waterloo, Ontario

Re: Golfe Du St. Laurent

Postby pamoa on Mon Jul 04, 2011 5:35 am

I used starting position in Austerlitz for all three territories bonus zone
it doesn't reduce the number of initial territories you get
it just force the repartition
so no one get two territories out of a three bonus zone
which is an even and elegant solution
in a 2 player game you have one red one green one neutral
as in such games territories are always splitted in 3

Code: Select all
<positions

<position><territory>Suchet</territory>
<territory>Pratzen</territory></position>

<position><territory>Kellerman</territory>
<territory>Skolnitz</territory></position>

<position><territory>Caffarelli</territory>
<territory>Telnitz</territory></position>

</positions>
De gueules à la tour d'argent ouverte, crénelée de trois pièces, sommée d'un donjon ajouré, crénelé de deux pièces
Gules an open tower silver, crenellated three parts, topped by a apertured turret, crenellated two parts
User avatar
Cadet pamoa
 
Posts: 1242
Joined: Sat Sep 01, 2007 3:18 am
Location: Confederatio Helvetica

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users