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World Cities Contest: Dubai

PostPosted: Tue Apr 05, 2011 5:16 pm
by sannemanrobinson
Dubai is (or was) a booming city with lots of scryscrapers and malls. On the other hand there is Bur Dubai and Deira with the renovated old town. My Idea was to cover the booming city with highways and metro for transport over larger distances. The highways are at the same time acting as barriers between territories.

This idea could get more fine tuned to that it acts as fast transport. For example placing bonus territories more spread out at different places on the map. Or Make the highways one-way so you get a Circus Maximus...

There are 52 territories. I like deployment of 1 troop per 3 territories with minimum of 3. 1 troop per 4 territories is also an option.
Edit: With 10 roads there are 62 territories. Some North territories could be skipped so there are 56 left.

Version 3:
Click image to enlarge.
image

Re: World Cities Contest: Dubai

PostPosted: Tue Apr 05, 2011 5:20 pm
by natty dread
Very nice! Glad to see the funky islands on the map... those things really set dubai apart as a city.

I hope this one gets chosen for the 2nd part ;)

Re: World Cities Contest: Dubai

PostPosted: Tue Apr 05, 2011 6:36 pm
by Industrial Helix
So glad somebody posted a gameplay draft of this!

Re: World Cities Contest: Dubai

PostPosted: Wed Apr 06, 2011 2:19 am
by sannemanrobinson
Thanks for the support.

A rule was that the graphics are left out. To make it clear I used Gimp for editing http://sannemanrobinson.x50.cc/DubaiV1.xcf and this SVG http://sannemanrobinson.x50.cc/d.svg.

Here is version 1:
52 lands+10 roads = 62 territories

Click image to enlarge.
image

Re: World Cities Contest: Dubai

PostPosted: Fri Apr 08, 2011 9:15 am
by sannemanrobinson
I know the contest is over but here my idea a little further worked out. 48 territories+14 intersections makes 62.

Click image to enlarge.
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Re: World Cities Contest: Dubai

PostPosted: Mon Apr 11, 2011 1:52 pm
by iancanton
the metro stations are not separate regions in their own right, but they simply allow troops to assault along the coloured lines. is that correct?

ur intended conditional borders, which let u assault one metro station from the next one along the line only if u control the same-colour station with the power symbol, is not supported by the current xml. to win the contest, u must change this feature.

make the intersections larger and a consistent shape (such as circles or squares), so that u have room to put in the troop counts and they are instantly-recognisable as intersections. three of the intersections, 44a, 44b and 11d, have 4-way borders, where it is unclear whether u can assault across the 4-way border (for example, 44a might or might not be adjacent to ras al khor 2). u must change these three intersections to improve clarity.

al rigga does not appear on the map, so how can world islands be assaulted?

ian. :)

Re: World Cities Contest: Dubai

PostPosted: Mon Apr 11, 2011 4:27 pm
by sannemanrobinson
See first post for the updated map.

iancanton wrote:the metro stations are not separate regions in their own right, but they simply allow troops to assault along the coloured lines. is that correct?

Yes they belong to the region they are in.

iancanton wrote:ur intended conditional borders, which let u assault one metro station from the next one along the line only if u control the same-colour station with the power symbol, is not supported by the current xml. to win the contest, u must change this feature.

this condition is skipped, I was hoping there was an other way like one-way assault from the power stations but this won't work.

iancanton wrote:al rigga does not appear on the map, so how can world islands be assaulted?

al rigga was a former region, updated now in the side description.

Thanks for the feedback.

Re: World Cities Contest: Dubai

PostPosted: Wed Apr 13, 2011 4:45 pm
by iancanton
the new intersection symbols are much better (apart from 44b, where u forgot to put a symbol)!

there are still a couple of unclear spots: al barsha south and the creek where the dotted line runs past palm deira. is the area south-west of al barsha a separate region? if not, then rub out that black border. can palm deira assault world islands? if not, then widen the creek at all points near bur dubai to be about the width of the highways, then redraw the dotted assault path so that it does not touch bur dubai or palm deira.

in fact, i also suggest drawing the northern border of deira further north so that the whole area is less squashed for ease of gameplay analysis (either u or the graphics artist may decide to move the border back to the way it is for the finished product if this one wins). this lets you put al rigga back on the map as you originally intended.

the jumeira beach bonus is a bit high at +7, considering it's not that hard to hold. i'd say it merits +5 at most. actually, i forgot about world islands, so make that +6. dubai creek looks like a +6 to me, rather than +4.

u have a lot of small bonuses that can end up with one player at the start. this can be solved by putting 2 starting neutrals on each of palm jebel ali, palm deira, world islands, jebel ali airport and mall of arabia (i've selected areas currently under construction for the neutrals where possible, so that players can expand to those areas later). i also recommend 3 start positions at bur dubai, al satwa and oud metha, so that no-one starts with the bur dubai bonus in 2-player or 3-player games. the total number of starting regions is 44 after taking into account the restoration of al rigga and the 5 neutral starts.

other than the above, ur map is ready!

ian. :)