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Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Jan 14, 2014 4:19 am
by Oneyed
Dukasaur wrote:
Oneyed wrote:look at this game http://www.conquerclub.com/game.php?game=13749693, please.
regions are realy bad divided, some players hold Batteries or Forts from start.

Oneyed

Sure, some people hold batteries from the start. But other people hold other advantages. Every single player there could say something good about their position.


could you find just one advantage for me?

Oneyed

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Jan 14, 2014 4:40 am
by Dukasaur
Oneyed wrote:
Dukasaur wrote:
Oneyed wrote:look at this game http://www.conquerclub.com/game.php?game=13749693, please.
regions are realy bad divided, some players hold Batteries or Forts from start.

Oneyed

Sure, some people hold batteries from the start. But other people hold other advantages. Every single player there could say something good about their position.


could you find just one advantage for me?

Oneyed

If I wasn't your opponent, I could.

Since it's an active game and I'm one of your opponents, any advice I could give you would probably be construed as secret diplomacy. In fact, I'm already regretting having made the first post, because even that could be construed as against the rules.

After the game, we'll talk about it. For now, nothing.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Jan 14, 2014 5:15 am
by Armandolas
maybe lower halil-eli ,dumbrek , chanak kale,madios and in tepe from 6 to 4 would be a nice addition either to solve kum kale prob, and get more action in the south regions

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Jan 21, 2014 4:46 pm
by ignatious
Really been enjoying this map. When you get cards, "Nibruseni Point" is spelled "Nubresi Point" on the card.

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Mon Feb 17, 2014 11:10 pm
by Nola_Lifer
Last post a month ago. Time to stamp this one.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Mon Feb 24, 2014 7:45 am
by Dukasaur
Nola_Lifer wrote:Last post a month ago. Time to stamp this one.

I was just coming here to say that I'm convinced now that this change should be made, or at least tried out.

Dukasaur wrote:
Earlier on some people thought that Gendarmerie was overpowered. I disagree, and with careful husbanding of the troops on the battleship, even if someone starts with Gendarmerie and gets a lucky bunch of bombardments, the advantage can be overcome.

Kum Kale is different, because most of the SW landing boats have no battleship support. Sometimes a lucky start that includes Kum Kale is difficult to break, indeed. I'm wondering if L2, 3, 4, and 5 could start with 1 troop more? Not L1, because it has battleship support, and not L6 because it would just make it easy to take Kum Kale and pass the problem to someone else.

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Sun Mar 02, 2014 6:45 am
by ooge
I am posting here for the march challenge. getting the shore battery in the north on the drop is to much of an advantage.This battery unlike some of the other ones can not be bombed by a battleship. What I like about this map is I played a tripps trench escalating game that went the round limit.We went back and forth in the game without getting a clear advantage over each other.This made me think of the actual Gallipoli battle.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Sun Mar 02, 2014 10:01 am
by betiko
this is becoming one of my favorite maps. I just want to know if it's possible to balance out the initial bombardable territories.
I guess this has been discussed a lot before, but in quads you can end up eliminated on the first turn, and in dubs i don't think it's fair when a team can bomb 3 and the other only 1.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Mon Mar 03, 2014 3:15 pm
by jonofperu
Posting for March Challenge. I've played a couple times now. It's a great map! I like all the different angles and starting spots. Lots of potential in lines for bombardment, invasion, etc.
Unfortunately the potential is dulled for me somewhat by first turn advantage. It's a common problem and very hard to mitigate, but on this map a good drop and first turn could completely cripple an opponent. If you get a jump on the non-bombardable Coastal Batteries you reduce the opponent's deploy before he gets any. Since there's no way to take back some of the landing ships it can be a permanent handicap.
Maybe change starting spots so nobody can bombard landing ships without fighting through some neutrals?

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Thu Mar 06, 2014 8:32 pm
by jdw35
Posting for the march challenge. I like the complexity of the bombards on this map, adds to the gameplay. I do not like how first turn has an advantage (at least i feel like it does) with certain settings.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Sun Mar 09, 2014 3:34 am
by muti
Firstly I am really and increasingly enjoying this map so thanks very much for all your effort designing it. I did my A Level Project on Kemal at Gallipolli 20 years ago so it's nice to be able to play it.

A couple of small things I feel could be improved are as follows:

It is hard to see which routes can be attacked on land. The graphics could be clearer over which territories have attackable boundaries.

The Gendarmerie is too powerful. It can cause havoc with so many landing craft which is crucial for autodeploys but for many of them it is almost inacessible. I would imagine that in many games the winner is whoever controls it at the start. Could it be one of the territories that could be bombarded by the battleships and then it wouldn't be such a big bonus to randomly receive it as a starting position.

Thanks again for creating such a cool map.

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Mon Mar 10, 2014 8:41 pm
by jspessard
I am posting for the BetaMarch challenge. Thanks for putting this together!

I do like this map, but I think the coastal batteries could be weighted a bit differently. I wouldn't increase the bombard zones for Kum Kale since it could be fortified heavily and hard to take down. Perhaps Gendarmerie could have fewer bombard zones or both could be split among three batteries. Also, as others have mentioned the borders/mountains could be made clearer.

I really like the goal of eliminating land holdings.

Thanks!

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 3:12 am
by muti
I'm currently playing a game on this map where it keeps freezing and you can't use mouse controls on the map. You often have to move back to the menu and re-enter the game to take a move. Just checking you're aware of this problem

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 6:41 pm
by facet
I am posting for the beta March challenge.

Thank you for putting this together. I am really enjoying this map. I have played it many times with many settings.

I like the way that the beach assault works.

Too frequently it does feel like one side has a starting advantage, which I find frustrating. It is usually when one side has a strong position cluster around either Gendarmere or Kum Kale. However this 'issue' is tempered by the large variety in the gameplay.

I think i may have found a couple of minor bugs with the map. Where do i report them?

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 7:28 pm
by DiM
facet wrote:I think i may have found a couple of minor bugs with the map. Where do i report them?



here.

just describe what's wrong as best as you can. missing connections, wrong bonuses, etc. also if possible give some game numbers and/or screenshots.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:00 pm
by facet
Thanks for your quick reply DiM

I seem to have found some weirdness. It looks like Krithia is linked to madios and to Sedd el Barr. Am I right?
http://aloe.software.coop/owncloud/public.php?service=files&t=b78ac5cfe00789350fabe2e2769a85f3 (link set to expire 20/3.)

This one allowed me to reinforce when I wasn't sure that I should have been able. With my next click, I was able to reinforce from the yellow squared location with 10 units to the territory with the cursor. http://aloe.software.coop/owncloud/public.php?service=files&t=d649ee212ad9d8e0e8a53f6db8c478f4 (link set to expire 20/3.)

Both from same map. Not parachute. What am I missing?

[post updated with description further to comment below - thanks Gilligan)

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:07 pm
by Gilligan
facet wrote:Thanks for your quick reply DiM

I seem to have found some weirdness. It looks like Krithia is linked to madios and to Sedd el Barr. Am I right?
http://aloe.software.coop/owncloud/public.php?service=files&t=b78ac5cfe00789350fabe2e2769a85f3 (link set to expire 20/3.)

This one allowed me to reinforce when I wasn't sure that I should have been able (I did so with the next click). http://aloe.software.coop/owncloud/public.php?service=files&t=d649ee212ad9d8e0e8a53f6db8c478f4 (link set to expire 20/3.)

Both from same map. Not parachute. What am I missing?


For your first image, look to the right of the map - "Villages border the next village via roads"

Second, what territories are you talking about?

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:11 pm
by facet
Ahh, now I fully understand that text. So it is to do with looking very carefully for the wee boxes - the villages! ahem. Thanks Gilligan.

I was able to reinforce from the yellow squared location with 10 units to the territory with the cursor. My apologies for not describing it.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:15 pm
by Gilligan
facet wrote:Ahh, now I fully understand that text. So it is to do with looking very carefully for the wee boxes - the villages! ahem. Thanks Gilligan.

I was able to reinforce from the yellow squared location with 10 units to the territory with the cursor. My apologies for not describing it.


That's what I thought, I just wanted to be sure.

Anyway, look right above the village blurb I just pointed you to. You have Madios and Chanak Kale that border to cross the water.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:16 pm
by facet
/me facepalm. TY

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Tue Mar 11, 2014 8:17 pm
by Gilligan
facet wrote:/me facepalm. TY


Haha, no worries. There's a lot going on with this map and it's easy to overlook things. Took me a few minutes myself...

Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Fri Mar 14, 2014 10:58 am
by *Pixar*
I like how easy you can eliminate someone by taking their land territories but I do not like how dang confusing the map is and how to get around mostly had trouble finding my way around the northern part once you get onto land off your battleships hard to navigate

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Fri Mar 14, 2014 3:52 pm
by judge_reinhold
I thought I already posted this but I don't see it.
Put some friggin ARROWS to indicate attack crossings. Little "L's" are not standard and not obvious. You would have to search everywhere to find that symbol and see where to attack defend. It's not intuitive. Arrows are obvious and intuitive.

If you're worried about arrows crossing arrows, as would happen in the crossing deep in the channel, don't worry. Seeing something that might be confusing is better than never having a remote idea that something exists at all. If you want an example of arrows crossing, check stalingrad.

Here's the thing, people look at the map first, key second. You look at the key to clarify something you don't understand. Let's say you make your crossings arrows red. People see the arrows and understand what they mean. But if they have any questions, then they look at the key to find out why they are blue. Key says something like, "Blue arrows indicate attacks between land territories on either side of the water". All is clear.

Leave the "L" shaped harbors if you want, but why make people search the coasts for them. I had incredible frustration getting beaten by some farming a-holes who knew the map better than me and they only won because of that. Your map should make it easier for new people to understand it and not get farmed by a-holes.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Fri Mar 14, 2014 4:31 pm
by biscuit boy
A few of the territ's along coast line are a little hard to tell if you can advance out or attack to a adjacent area. I really like that it is the most real life map for how the actual battle took place. Can get bogged down on the beach with those battleships. Wish the D-Day map was more like this.

Re: Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

PostPosted: Sat Mar 15, 2014 3:48 pm
by judge_reinhold
biscuit boy wrote:A few of the territ's along coast line are a little hard to tell if you can advance out or attack to a adjacent area. I really like that it is the most real life map for how the actual battle took place. Can get bogged down on the beach with those battleships. Wish the D-Day map was more like this.


biscuit boy is right about that. If you have BOB installed, you can mouse over territories and check. I have no idea how anyone could play this map (or, for example, Das Schloss) without BOB. It would be a near-guaranteed loss.

Perhaps you should add some double-ended arrows for some of those beach territories. The hardest ones are the ones in the mountains, I think. The eyes don't easily notice those tiny breaks in the mountain ridges.

You could move the one-directional arrow for Gendarmere->Lower Suvla down south to the other side of the gun. Then you would have room for a little double-ended arrow between Lower Suvla and Kirich Tepe. Beach Z<->Monash Gully is another one. Maybe Kum Tepe<->Seri Tepe Ridge, Dardanos<->F7, Kizilchilali<->F6 as well.

It seems like some of these maps are only tested with BOB installed. Until BOB functionality is incorporated into the site, the maps should make it visually obvious what attacks what, IMO.