Knights

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Knights

Postby koontz1973 on Sun Oct 02, 2011 3:25 am

Image :D Image :D Image :D
Image :D Image :D

Map Name:KNIGHTS
Mapmaker(s):Koontz1973
Number of Territories:64
Special Features:Strategy over luck.
What Makes This Map Worthy of Being Made:Completely original and completely balanced for 1v1 games.

Map Image:
Image
Image
xml
http://www.fileden.com/files/2012/1/27/3255536/KNIGHTS.xml
show: christmas skin maps

show: Halloween skins



show: images with 88s



Gameplay notes.
Only 2 positions will be programmed into the xml. In 2 player games both will receive 16 territs at the opposite ends of the board. All 32 territs in the middle will be programmed with 1 neutral, no degrading or killer. As stated in the game board, no continents, no normal reinforcements, only 5 troops per round (no matter how many territs you hold) and spoils (if in play).
All other games will have random drops at both ends. The middle will always be neutral. If it becomes available in later updates the xml, this will be done.
3 player games - 10 territs - drop of 5 (2 extra neutrals)
4 player games - 8 territs - drop of 5 (0 extra neutrals)
5 player games - 6 territs - drop of 5 (2 extra neutrals)
6 player games - 5 territs - drop of 5 (2 extra neutrals)
7 player games - 4 territs - drop of 5 (4 extra neutrals)
8 player games - 4 territs - drop of 5 (no extra neutrals)
The extra neutrals will be programmed as 3.

Why this.
A chess map has been tried many times before but without a major update to the xml, this will never come about as all pieces move in different ways. So instead of trying for a normal map set on a chess board, the best solution I feel is to have one type of piece and make all pieces the same. This makes for the most balanced drop in 1v1 games ever. Will be great for all game types. Also thehippo8article in the Dispatch a couple of issues ago got me thinking.
Here is the original articles that got me thinking.
thehippo8 wrote:
show


show

show: early work
Attachments
Knight dancing.xml
(26.69 KiB) Downloaded 130 times
Last edited by koontz1973 on Tue Aug 21, 2012 12:47 am, edited 101 times in total.
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Re: KNIGHTS [2/10] Version 1.

Postby thehippo8 on Sun Oct 02, 2011 3:26 pm

Nice idea koontz. The knight is probably the only piece that would work in this format, and removing kings and other pieces is fine by me. For avid chess players this is like a practice task in visualisation (a cornerstone to good chess play) but practically speaking it will make for an interesting CC game. I like it. On a practical note, the orientation of the board is appropriate as it makes for easier reading of co-ordinates (essential to work out where you are going - although the clickable board will also assist players). This is a bit like a Circus Maximus but far more complex. It should be (relatively) easy to program too. Thanks for coming up with a workable chess idea. It contains the "essence of the game" but doesn't go overboard (excuse the pun).
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Re: KNIGHTS [2/10] Version 1.

Postby koontz1973 on Sun Oct 02, 2011 3:45 pm

thehippo8 wrote:Nice idea koontz. The knight is probably the only piece that would work in this format, and removing kings and other pieces is fine by me. For avid chess players this is like a practice task in visualisation (a cornerstone to good chess play) but practically speaking it will make for an interesting CC game. I like it. On a practical note, the orientation of the board is appropriate as it makes for easier reading of co-ordinates (essential to work out where you are going - although the clickable board will also assist players). This is a bit like a Circus Maximus but far more complex. It should be (relatively) easy to program too. Thanks for coming up with a workable chess idea. It contains the "essence of the game" but doesn't go overboard (excuse the pun).


This is the thing of it. It is such a simple idea that I am surprised it has not been thought of before. No matter who goes first, there is no advantage in any type of game. With the 2 positions to be programmed in you know exactly where you are and the other player, but like chess, there are so many ways to go forward. In a 1v1 game, there are 40 first moves followed by 40 counter moves. That is a staggering 1600 different first rounds. I can imagine this being used a lot with the new round limits. The only thing now to do gameplay wise is to set the reinforcements to a level that works and the central neutrals. I put 5 in but that might be a little too high or too low. The one neutral is fine IMO as it allows players to come out and attack whilst not losing troops. Graphically speaking, it looks like shit but I can work on that this week.

This will take 1 minute to learn but a life time to master.
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Re: KNIGHTS [2/10] Version 1.

Postby tokle on Sun Oct 02, 2011 5:11 pm

I love it.
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Re: KNIGHTS [2/10] Version 1.

Postby thehippo8 on Sun Oct 02, 2011 7:30 pm

koontz1973 wrote:It is such a simple idea that I am surprised it has not been thought of before.


This is like the novice looking at an art piece and saying ... that's so simple I could have done that. "But you didn't Blanche, you didn't."

It is not simple, it is inspired. Please continue with this idea, I reckon its a ripper!
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Re: KNIGHTS [2/10] Version 1.

Postby Sniper08 on Mon Oct 03, 2011 4:31 am

nice map , obviously the graphics are gonna need to be greatly improved since the gameplay is already sorted.
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Re: KNIGHTS [7/10] Version 2.

Postby koontz1973 on Fri Oct 07, 2011 12:33 pm

Version 2.
Image
Graphical improvements.
Sorted text in lower right corner.
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Re: KNIGHTS [7/10] Version 2

Postby thehippo8 on Fri Oct 07, 2011 1:24 pm

Yep, getting there ... maybe the crosslines are a little too deep and the background just a little too heavy ... but nice!
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Re: KNIGHTS [7/10] Version 2

Postby koontz1973 on Fri Oct 07, 2011 2:07 pm

thehippo8 wrote:Yep, getting there ... maybe the crosslines are a little too deep and the background just a little too heavy ... but nice!

As this is going to be a simple map, if it gets all the way, I was going to do lots of backgrounds. One of Christmas, Easter, Halloween, really what ever takes peoples fancy.

As for simple, it is going to be a bitch of a map to get past graphics as everyone will want they version of a background,
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Re: KNIGHTS [7/10] Version 2

Postby thehippo8 on Fri Oct 07, 2011 2:56 pm

koontz1973 wrote:
thehippo8 wrote:Yep, getting there ... maybe the crosslines are a little too deep and the background just a little too heavy ... but nice!

As this is going to be a simple map, if it gets all the way, I was going to do lots of backgrounds. One of Christmas, Easter, Halloween, really what ever takes peoples fancy.

As for simple, it is going to be a bitch of a map to get past graphics as everyone will want they version of a background,


lol ... gotcha ... okay so now I guess you wait for however long for the powers that be to start the stamping!! Are you working on the xml yourself?
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Re: KNIGHTS [7/10] Version 2

Postby IcePack on Fri Oct 07, 2011 3:10 pm

You have a 2 player game shown, and using red / blue. This should be red / green to match CC colours ;)
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Re: KNIGHTS [7/10] Version 2

Postby koontz1973 on Fri Oct 07, 2011 10:37 pm

IcePack wrote:You have a 2 player game shown, and using red / blue. This should be red / green to match CC colours ;)

OK, I just like red/bLue but red/green it shall be. :P
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Re: KNIGHTS [7/10] Version 2

Postby thehippo8 on Fri Oct 07, 2011 10:55 pm

Nothing to stop you bunging in red/blue in the name!
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Re: KNIGHTS [7/10] Version 2

Postby koontz1973 on Sat Oct 08, 2011 2:25 am

Version 3.
Image
New board.
Resized for better scaling.

Some ideas on the background would be nice.
Fonts.
Colour of the squares.
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Re: KNIGHTS [8/10] Version 3

Postby koontz1973 on Sat Oct 08, 2011 4:08 am

show: some different backgrounds
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