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Telvannia wrote:I think a more realistic representation of racing is important for this map, i went with formula 1 as the bases for these ideas:
- varying track width:
- 4 wide on straights so that it is easier to 'overtake'
- 2 at corners, harder to over take, but the outer lane should have more territories
- 1 for secret routes.
Telvannia wrote:Add a pitstop, although my idea for this will only work depending on the order that the XML works, do killer neutrals happen before bonus calculations or after it?
Telvannia wrote:Make the track a bit more complex, more curves ect.
Telvannia wrote:The starting might cause a problem, if the track is only 4 wide because the person who gets the first go if he is in the second row can kill people straight away, so maybe have 2 lines of neutrals between the two lines, or just have a 8 square wide starting positions
Telvannia wrote:Maybe add more variety to the power up.
Telvannia wrote:Add hazards, like crashed cars, that cut the numbers of lanes down to one?
Telvannia wrote:Your shortcut needs lots more neutrals, i think it should have more armies to kill but less territories to move the same distance, maybe add decay because it is dust track or something. Currently you have to kill atleast 52 armies to go round the track and only 40 neutrals to go along the shortcut, maybe make it 12 on each shortcut territory.
Telvannia wrote:The wall is not possible with current XML if i remember correctly.
Telvannia wrote:Maybe add height changes to the track, with more neutrals going up the hill, and less coming down.
Telvannia wrote:Try to think up a way to make it possible to go round the track more than once, because you cant currently make many loops because of not being able to attack your own territories
Telvannia wrote:Maybe make it so that you have 8 drivers, that are one way attacks to their car, and if you add the pitstop, having the driver and the driver pit area gives you a bonus, whereas having the pit stop for other drivers give you a negative?
Telvannia wrote:[*]Add a pitstop, although my idea for this will only work depending on the order that the XML works, do killer neutrals happen before bonus calculations or after it?
zimmah wrote:Telvannia wrote:[*]Add a pitstop, although my idea for this will only work depending on the order that the XML works, do killer neutrals happen before bonus calculations or after it?
not quite sure actually, it would matter a lot for the pitstop idea, but there might be some other idea's to work around it if the killer happens before the bonus.
Mr. Squirrel wrote:zimmah wrote:Telvannia wrote:[*]Add a pitstop, although my idea for this will only work depending on the order that the XML works, do killer neutrals happen before bonus calculations or after it?
not quite sure actually, it would matter a lot for the pitstop idea, but there might be some other idea's to work around it if the killer happens before the bonus.
Haven't you guys ever played the arms race map? In that one, you get +50 armies for holding missile launch, but missile launch is a killer neutral. Thus, killer neutrals come into effect AFTER the bonus calculations. The pit stop idea will work fine. If it wouldn't have worked, I never would have suggested it originally.
t-o-m wrote:imagine this on ajacent forts...
Mr. Squirrel wrote:I like it. It looks cool. I like how you left a lot of room in the center. It gives you plenty of space to outline rules and powerups, etc. The only problem I see is at the very beginning when the 8 lane track narrows into 4. You should make it so that it narrows from the top and the bottom like you did on the the other side of the 8-lane segment. The way it is now, the very top starter lane has a huge disadvantage. Either that, or you could just put fewer neutrals in his lane.
Ethitts wrote:As you can see, it's the same distance along the track for any racer, they just have to change lanes is all. Although this possibly provides an advantage for the middle 2 lanes as they might not have any confrontation. What do you all think?
Juan_Bottom wrote:Could you put something in the way, to stop/slow them? This almost seems like a trial and error fix. Something that would need to be played out.
Ethitts wrote:Juan_Bottom wrote:Could you put something in the way, to stop/slow them? This almost seems like a trial and error fix. Something that would need to be played out.
Yes I suppose a hole in the road or tree trunk on the track could make players have to go around, or maybe just higher neutrals? This isn't really a biggy and can be changed later. I'll put up a new poll now, I need to know if people will be happy with this track layout.
Ethitts wrote:Mr. Squirrel wrote:I like it. It looks cool. I like how you left a lot of room in the center. It gives you plenty of space to outline rules and powerups, etc. The only problem I see is at the very beginning when the 8 lane track narrows into 4. You should make it so that it narrows from the top and the bottom like you did on the the other side of the 8-lane segment. The way it is now, the very top starter lane has a huge disadvantage. Either that, or you could just put fewer neutrals in his lane.
I'm not sure, wouldn't the disadvantage also be the same as the bottom lanes aswell? How I will place the army circles should hopefully take away any disadvantages because I even though the top and bottom lanes curve in, it will still be the same distance for every lane. Let me try show you:
(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)
As you can see, it's the same distance along the track for any racer, they just have to change lanes is all. Although this possibly provides an advantage for the middle 2 lanes as they might not have any confrontation. What do you all think?
wcaclimbing wrote:I voted NO in the poll, but after reading the thread, I would like to change my vote to YES.
but the poll won't let me change the vote.
So just pretend there is one more vote for yes and one less for no.
Ethitts wrote:Hi all, small update with the map:
1. Changed the background to luscious green grass, no longer the desert.
2. Added the padding bits on the inner curves (I don't know what they're called).
3. Added a pit stop tent.
4. Added some cars in the colours of conquer club players.
More later!
seamusk wrote:Ethitts,
I think this is coming along. Those cards look like they will simply disappear in the noise though. Especially if you plan to put armies on top. As I said, i hate car racing but I think this will have broad appeal here. And I know many of my mates love car racing so I'd expect a good audience for this one. Keep up the good work!
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