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Re: Jumbo Hex Map *V2*

Postby kingpin01 on Fri Sep 04, 2009 10:19 pm

I like the concept, but not the graphics. I think there should be more community votes on maps like this. I think it would drum up a lot more support when a new map comes out, and more people would be willing to go play a new map and provide feedback if they were prompted (via PM) to go look at it and approve it. Great work!
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Re: Jumbo Hex Map *V2*

Postby AndrewB on Fri Sep 04, 2009 10:23 pm

Same thing here.

Great Idea, not great graphics.

I am sure I have seen a computer game before, based on the HEX. It was something about diamonds...

But we really need this type of the map on CC!
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Re: Jumbo Hex Map *V2*

Postby DBandit70 on Fri Sep 04, 2009 10:24 pm

looks great

can not wait to see it available to the public
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Re: Jumbo Hex Map *V2*

Postby Nicho on Fri Sep 04, 2009 10:28 pm

Looks good to me. I'm looking forward to playing it
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Re: Jumbo Hex Map *V2*

Postby john9blue on Fri Sep 04, 2009 10:29 pm

kingpin01 wrote:I like the concept, but not the graphics. I think there should be more community votes on maps like this. I think it would drum up a lot more support when a new map comes out, and more people would be willing to go play a new map and provide feedback if they were prompted (via PM) to go look at it and approve it. Great work!


You can subscribe for "Preliminary Reviews" here to get a glimpse of maps making their way through the Foundry, and give your input.

AndrewB wrote:Same thing here.

Great Idea, not great graphics.

I am sure I have seen a computer game before, based on the HEX. It was something about diamonds...

But we really need this type of the map on CC!


Maybe you are talking about Vantage Master? That game was amazing... :)
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Re: Jumbo Hex Map *V2*

Postby jonesthecurl on Fri Sep 04, 2009 10:38 pm

If you want a theme you could make it a herb garden or something. One bonus could be parlsey, one mint, etc. that might make it easy to pretty up a little. Or it could be an artist's mixing palette with different colours.

I doubt if I'd play it too often myself, big maps tend to mean long games and there are often intervals every coupla months when I can't play.
But there are many big map fans out there and not enough big maps for 'em.
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Re: Jumbo Hex Map *V2*

Postby king sam on Fri Sep 04, 2009 10:43 pm

I like it.. Will add a new aspect to the already many map options. Wouldn't change a think, thanks for the heads up. Nice Work

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Re: Jumbo Hex Map *V2*

Postby WidowMakers on Fri Sep 04, 2009 10:45 pm

john9blue wrote:Although I bet if a newb posted this in the Drafting Room it would be laughed at. Being WM has its perks, doesn't it? ;)
Actually it didn't. The map was dead (due to lack of interest) until I PMed everyoen (everyone that does not visit the foundry) to see if it was a wanted map.

If peopel like it then i will make it.
If they don't then I won't.

Thanks everyone for the input and ideas.

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Re: Jumbo Hex Map *V2*

Postby sully800 on Fri Sep 04, 2009 10:49 pm

I like the gameplay I laid out in my giant map project much better than this map. My scheme contained 312 territories compared to this 350, but it included many theme possibilities and the unique gameplay of neutral army walls. Perhaps we should consider combining the two ideas? After all, I only started my Huge map when I thought you had given up on yours.

viewtopic.php?f=241&t=94195
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Re: Jumbo Hex Map *V2*

Postby The Neon Peon on Fri Sep 04, 2009 10:50 pm

WidowMakers wrote:The map was dead (due to lack of interest) until I PMed everyoen (everyone that does not visit the foundry) to see if it was a wanted map.

If peopel like it then i will make it.
If they don't then I won't.

Thanks everyone for the input and ideas.

WM

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That's pretty nice for any of the foundry forums, much less the Recycling bin, looks like that PM worked.

Personally, I would rather have you create a more "graphics heavy" map. While your maps have unique and very good gameplay, they also have some very good graphics. It seems like a waste to be drawing hexagons.
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Re: Jumbo Hex Map *V2*

Postby Kinnison on Fri Sep 04, 2009 10:53 pm

For Battle Royales, I don't think this can be topped. They don't happen often, but this will be VERY popular for them.

I'd like to see it made in the current (4 sep 09) format. I don't mind the simple graphics... Classic Art and classic shapes are about as simple as it gets.

From the simple 'limits' standpoint, I like the idea. It is ALWAYS a good thing to push the boundary, and see where it lies. If this requires a "no story" map, I can handle ONE in all the maps that CC has right now. I think this idea has legs.

The 10 max bonus for terrs is not bad, but it does leave little impetus for an initial rapid expansion, since there's no chance of injuring an opponent for a LONG time, even in an 8-player game. Perhaps raising it to, say, 12. Taking 7 from someone with a 12 drop yourself is unlikely, even if you pick up, say, a 3 and a 5 bonus on drop... 23 to kill 21 would require a great deal of luck.

Wile extra bonuses are more likely with fewer players, it gets even harder to break a max territory bonus, as the padding gets greater.

I can see running this as Chained/Escalating with 6 or more players... Unlimited would give a HUGE advantage to the first couple of players to go...

I'd play it. Not constantly or anything, but sure. I don't see it as a 1v1 map, or anything like that. But teams and 8-man games, easily.
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Re: Jumbo Hex Map *V2*

Postby Silver- on Fri Sep 04, 2009 11:02 pm

I can't wait to play on this map...

A few comments:
  • To make it fair for all players in turn 1, territory bonus should start at round 2 only.
  • Not sure we want to block bonus for number of territories to 10.
    - May be a concept like the "Conquer Man" map should be used.
  • Territory naming suggestion:
    - All territories in same group start with same letter and number increment by 1 for each territory.
    - When letter Z is reach, the following one are AA, BB, ...
  • Did you test a number of armies with 3 digits (ex. 100) on a territory?
    - Is there a need for 4 digits (ex. 1000)?
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Re: Jumbo Hex Map *V2*

Postby Evil DIMwit on Fri Sep 04, 2009 11:08 pm

sully800 wrote:I like the gameplay I laid out in my giant map project much better than this map. My scheme contained 312 territories compared to this 350, but it included many theme possibilities and the unique gameplay of neutral army walls. Perhaps we should consider combining the two ideas? After all, I only started my Huge map when I thought you had given up on yours.

viewtopic.php?f=241&t=94195


Plenty of room for both, Sully. I'm sure if people are interested in this map they'd be interested in yours too.
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Re: Jumbo Hex Map *V2*

Postby Shabel on Fri Sep 04, 2009 11:09 pm

if you go with the current map diagram....i would call it Killer Bee Hive.
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Re: Jumbo Hex Map *V2*

Postby The Cheat on Fri Sep 04, 2009 11:13 pm

The more the merrier, I say ... and I'd play it (what wouldn't I play?), but I would design it as either something very large (quadrant of galaxy), or something very small (element, compound, or protein at the microscopic level) ... I'm sure there are other ideas, and I haven't read what's posted ... just a vote and my initial thoughts.

Good luck!
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Re: Jumbo Hex Map *V2*

Postby Gamefreakguy on Fri Sep 04, 2009 11:22 pm

Shabel wrote:if you go with the current map diagram....i would call it Killer Bee Hive.

Ooo, a beehive is a very nice idea.
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Advantage of the game starter

Postby tale_v on Fri Sep 04, 2009 11:28 pm

In a map as big as this one, whouldn't the advantage of playing first be too much?
It depends on the amount of terts each player gets at the starting point, but with so many terts in the map - it can easily be tens of troops in the first turn.
The second player may never have a fair shot.

Once the game turns into one player's favour - it will be very hard to turn around. And there may be A LOT of turns of "garbage time".
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Re: Advantage of the game starter

Postby danfrank on Fri Sep 04, 2009 11:41 pm

tale_v wrote:In a map as big as this one, whouldn't the advantage of playing first be too much?
It depends on the amount of terts each player gets at the starting point, but with so many terts in the map - it can easily be tens of troops in the first turn.
The second player may never have a fair shot.

Once the game turns into one player's favour - it will be very hard to turn around. And there may be A LOT of turns of "garbage time".




Well, i seriously doubt this will be a two player speed map. i say this simply because theres an enormous amount of territories to wipe out in five minutes. i voted yes which is clearly the majority..
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Re: Jumbo Hex Map *V2*

Postby sartre2007 on Sat Sep 05, 2009 12:01 am

!
Last edited by sartre2007 on Wed Apr 28, 2010 6:38 pm, edited 1 time in total.
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Re: Jumbo Hex Map

Postby 3seven1 on Sat Sep 05, 2009 12:05 am

cena-rules wrote:I think the dark impassables should be made darker as I personally am having a hard time picking them out.
Also the node borders should be explained more. DO they only connect to other nodes or normal terrs as well?


I think they should be white impassable borders instead of black. They stand out better if they were the same color of the backgrond.
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Re: Jumbo Hex Map *V2*

Postby Calaador on Sat Sep 05, 2009 12:08 am

this map looks crazy, but mabye much fun too :)

nothing for speedgames ;)
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Re: Jumbo Hex Map *V2*

Postby X_Riggs on Sat Sep 05, 2009 12:12 am

there must be some passage to go from on side to other, and maybe some capitols whith huge bonus.
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Re: Jumbo Hex Map *V2*

Postby lundrball on Sat Sep 05, 2009 12:14 am

As far as a theme, kinda reminds me of a Gauntlet map for some reason.
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Re: Jumbo Hex Map *V2*

Postby koontz1973 on Sat Sep 05, 2009 12:17 am

=D> Voted YES!!! That is one hell of a map. Cannot see anything wrong with it. As for theme, none needed. Any chance of getting more than the normal 9 players on the board?

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Bring on this carnage :lol:
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Re: Jumbo Hex Map *V2*

Postby AndrewB on Sat Sep 05, 2009 12:29 am

Please, PLEASE! LET THIS MAP LEAVE! (sorry for shouting)
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