And another fortnight swings around and hits us all in the back of the head - now
where did that come from??
Well while I practically slept and ate my way through 14 days of games, games, games, my main man
made like the proverbial worker and practically single-handedly brought you another week of news, views and
controversy! I wish I had a bit more of his mojo!
Actually we can all do with mojo, and if some of you have some then please sing out because the Foundry section is just
at the present. So, if you want to brush off your creative streak and join the most rewarding division in CC then go to
and follow the instructions!
This is another bumper issue! There's the
What's Where in the Foundry
both brought to you by
. His talent and experience in the Foundry process really shows in his insight, no change there! I found out that
There's Something in the Water
and I can only hope you never look at water the same way again!
brings us his second part in his
Diary of a Map
- crucial reading if you are struggling your way through the foundry (or want to!). But, saving the best till last, you have to check out
's bombshell article
. If this doesn't get you chattering, nothing will!
Thanks and regards and in the immortal words of Benjamin Rush:
Controversy is only dreaded by the advocates of error.
thehippo8 -- Foundry Executive Foundry News koontz1973
Time for news boys and girls.
All Your Base Are Belong To Us gets quenched. Great work DiM. Superb map. And if any of you are still wondering about the title or if Dim is from another planet... http://en.wikipedia.org/wiki/All_your_base_are_belong_to_us DiM is the one in the middle. ViperOverLord popped in to ask which map will be going into beta next as he wants to set up the next Alpha Beta tournament. While his should be Island of Doom, only the foundry foreman knows for sure. But as usual within the foundry, an argument broke out. Between Gillipig and thenobodies over when and how the maps go into beta. One side says to put them out with some time between them while the other side wants them spread out over the whole year. Since becoming foundry Foreman, thenobodies has given us... Three Kingdoms of Korea (Wed Jul 20, 2011 10:01 am) California (Thu Aug 25, 2011 10:49 am) Fractured China (Sat Aug 27, 2011 2:12 pm) Socialist Federal Republic of Yugoslavia (Thu Sep 08, 2011 9:42 pm) Quad Cities (Thu Sep 08, 2011 9:44 pm) BETA Trafalgar (Thu Sep 13, 2011 10:53 pm) SteamWorks (Thu Sep 14, 2011 10:46 pm) BETA Portland (Tue Sep 20, 2011 8:53 pm) Conquer Rome (Tue Sep 20, 2011 8:55 pm) BETA Rorke's Drift (Mon Oct 03, 2011 12:17 am) BETA Tribal War - Florida (Tue Oct 18, 2011 9:53 am) Colosseum - Limited Edition (Thu Oct 27, 2011 9:19 pm) BETA All Your Base Are Belong To Us (Tue Nov 08, 2011 2:30 pm) BETA Denmark (Tue Dec 27, 2011 4:25 pm ) BETA Istanbul (Tue Dec 27, 2011 4:34 pm) BETA Cuban Missile Crisis (Tue Jan 24, 2012 5:15 am) BETA Classic Cities: London (Tue Jan 24, 2012 5:17 am) BETA Patch Wars (Tue Jan 24, 2012 5:17 am ) ...into beta. That is not a huge list. But we do have a stack of maps waiting for the final go ahead. All I want to know is why should map makers wait for a set date when a map has been worked on for months. And how can the foreman put maps into beta when real life comes into play. natty_dread picked up on posts that seem to becoming more and more popular in the foundry lately. natty dread wrote:
I will not post names, because I don't want this to be about pointing fingers. you know who you are. Others can probably also recognize where these quotes are from. But guys, this has got to stop!
Exhibit #1: Suspect A wrote:This is my map, and once again, to the foundry, if this one little piece of a map can't be mine, then let it sit here forever until it is moved back to the bin, and that will be that. Exhibit #2: Suspect B wrote:I do not share your opinion, and it did look stupid and i dident like it, so its not goin to happend, i rater bin this than doin a "stupid looking" map Exhibit #3: Suspect C wrote:So please let's end this debate right now. If anyone wants to continue the debate then I will not continue working on this, as I have many other things I could be doing with some of my free time. It seems that some map makers need to take some time out and just go outside to look at the sun. While we all get bothered by comments that criticise us or our work, taking time out can make a silly comment more helpful. And on the other hand, if a map maker gives a reason for not doing something, it should be accepted and not harped on about.
I can't do any better, if my work isn't suddenly good enough,
then bin this, because I can't do it any better. I don't have the means to do so. Understand? This one came from a natty thread. Oh the irony. Sorry natty, but to complain about something you do as well is funny and it is good thing with the forums to remember. Once you post it, I can quote it. Official ruling. thenobodies80 wrote:
Sorry I had to explain me better, I have the flu so probably today I'm not so good to explain things in the right way.
CAs don't have to tell to the mapmakers to quit. In fact they HAVE to say how to to do things, not just ask to mapmakers that they need to change things. But if the mapmakers tell to the foundry people and to CAs that they won't change the things because it's their map, then the CAs can leave the map die. Hope it's more clear in this way.
Be afraid, be very afraid. Another natty thread set up this time around is just for fun. Asking anyone that wants to to have a go at just having fun with a random map image. Original image. natty_dread images. DiM image. ManBungalow image thenobodies80 image Sully image. natty takes sullys image to this.
We should have a new competition: Make Sully's piece of shit look halfways decent!
If that is your shit, I would go see a doctor right away.
Happy gaming everyone, whatever map takes your fancy. What's Where in the foundry koontz1973
What's where in the foundry koontz1973 [spoiler]Not much has happened over the last two weeks. Drafting Room pitrules88 wants Israel. TheBisonKing is trying to get the American Heartland. Oneyed is a new maker of maps and this is his version of the Czech Slovak break up. Looking good and should be in the main foundry next time. Main Foundry natty_dread Eurasia mini got moved to the main foundry. Pick apart the gameplay time. Wizards by natty_dread. Clash of Kings by DiM is looking for game play nuances to be ironed out in what looks like to be the first true 1v1 map for the site. Flapcake is looking towards the graphics stamp for his world war one trench map. Baltic States is back from Brucewars. Slovakia by DiM is his smallest, easiest work to date. Mega USA is causing arguments over which cities go in and which get left out. Seems no one wants to be left of this beauty. cairnswk wants help with mountains so pop on over and help him choose between the 3 styles he has drawn. The cow map is back. dana is working on a third image now. lackattack approves of this and nobodies has laid down the law. No more bitching allowed, only good honest feedback. No Image yet Final Forge This section is getting a little busy with a lot of maps ready for play. With the 11 maps in beta play we have 8maps waiting to get going. With xml stamps. Knights by koontz1973. Salams Switch by cairnswk. 1982 by koontz1973. Eurasia (large) by natty_dread. Waiting for the xml. Baltics Crusade by thenobodies80. Knights and Warlocks by DiM. Kings Court by Kabanellas Happy gaming everyone, whatever map takes your fancy. There’s something in the water! by thehippo8
As the song goes:
There’s something in the water, something that shouldn’t ought’a be in the water ... aaah-aaah-aaah-aaah ...
Well okay that isn’t the exact words but it is certainly true enough for a group of maps heading your way. Here are four of the best, from four of the best mapmakers, with themes involving similar concepts. Similar insofar as they involve fighting at land and sea. I believe that this division creates the need for a change in strategy for the player and these maps show an enriched experience beyond just land-based maps. Cuban Missile Crisis Some 20 territories are in America, with two missile Silos. Conversely there are 15 territories in Cuba but a whopping six silos. There are 16 ships at sea, four boats that have beached and two aircraft. The aircraft are American (of course – after all there is a military embargo going on here). One of the aircraft has a direct attack on three of the Cuban silos, neutralising their effect, whilst the other aircraft has an attack on two strategically important Russian ships. The Russians were of course supporting the Cuban cause (either in a general sense or as part of their wider world diplomatic and self-protection interests – but lets not get too deep into that!). American ships are on the left around the Gulf of Mexico and in the Cuban bay itself. Russian ships are in the Atlantic and meet the American ships in the Gulf of Mexico. The situation is a tense one and you could say that something of a stalemate has developed. But like any stalemate it can be shoved over the edge by a wrong move or a foolhardy turn. Troops can be amassed on land and military equipment strengthened at sea, but the gameplay is unique and complex. Trafalgar Okay every rule needs an exception and the rule here was that there was supposed to be some land, here there isn’t any land, so although this doesn’t fit with my opening comment I mention this map anyway because I believe it to be relevant to this discussion. Although the map is set entirely at sea, there are some 28 miscellaneous spots (fighters leaping off the ships towards each others’ vessels?) which I liken to land because there is a two way attack between the miscellaneous spots. The ships are in some cases simple vessels or in others large enough to be divided into bow and stern. Complexity is added by there being three fleets (British, French and Spanish) and bonuses for getting whole ships. All and all it is a mêlée in the extreme! In my opinion the placement of the miscellaneous spots will make game play similar to land and sea divisions but with the added complexity that the land is fractionated. 1982 There are ten regions in Argentina and a whopping 43 regions in the Falkland Islands – or Malvinas: depending on who you ask. Add to this some 19 vessels (two of which are submarines) and twelve aircraft (two of which are helicopters) and you have the scene of a very interesting battle. The fact that this is based on historical fact where the outcome was intensely important to both countries gives this map a layer of significance. And if that’s not enough, old wounds run deep and this conflict saw a resurgence in the news earlier this year (possibly as a consequence of the Thatcher movie?) and may be the scene of a future confrontation (whether physical or diplomatic). The system of bonuses further add to the richness of this map. Finally, i like the feel of this map as it is like being at a control centre in charge of a battle that you are watching on radar. Very clever! Kingdom of Denmark and Baltic Crusades There are many maps where land territory (countries) are connected by travelling ships. In these maps, as in any, the ships create balance between the sectors of the map to avoid them being unbalanced (read unfair). What is different about these two maps, though, is that troops can sit in the ships and that creates an additional dynamic (compared to, say, Tribes of Florida). Admittedly this is not as stark as the above maps, but it can distinctly change gameplay. Cross-over in to the world of Mafia Wars and tournaments Themes ebb and flow through the Conquer Club community. It must come, then, as no surprise that there is a Mafia War game with a Pirate theme! Check out Yo, Ho, A Pirate’s Life! With the pirate talk over, the swashbuckling will no doubt soon follow. You are all invited to watch the usual suspects slug it out in a text universe! In the world of tournaments, there are a large number of tournaments which have found the three of these maps (as they are in Beta) popular – namely, Trafalgar and Kingdom of Denmark, Cuban Missile Crisis. For there’s: Trafalgar Best At Beta: Trafalgar (ongoing), CD's Beta Boom (completed), CC [Beta 2011] 1v1 - Trafalgar (completed), Moge's choose-your-own-map Dubs Tourney (ongoing), Official 200 Maps Tournament (ongoing), Alpha Beta 17 (completed), I picked WHICH map? (ongoing), 313's Trafalgar Double Elim(finished), Beta Quads II (ongoing), HA's 200th Tourney(ongoing), SPANISH ARMADA! (completed), Chap's BETA Challenge (ongoing), I Walk Alone (ongoing), JD's Trafalgar Trips (ongoing), AMERICAN SPORTS FRANCHISES (ongoing), and "Sometimes when you win, you really lose" (ongoing). For there’s: Kingdom of Denmar 313's Denmark Double Elim (ongoing), Chap's BETA Challenge (ongoing), I Walk Alone (ongoing), Serbia's Euro 2012 (ongoing), Moge's Denmark Doubles (ongoing), A History of Europe (ongoing), koontz's 2011 was a good year for maps 1 (completed), Alpha Beta 25 (ongoing), King Olafr the Great (ongoing) and Society of the Cooks Team Games (ongoing). Finally, for there’s: Cuban Missile Crisis CUBAN MISSILE CRISIS (completed), CUBAN MISSILE CRISIS (DOUBLES) (ongoing), Many Lands VIII – Nuclear Cold War [FULL] accepting (ongoing) and Alpha Beta 29 (ongoing). So, here’s an idea ... check out the ongoing games and learn some lessons! Diary of a map. Rorke's Drift. Part two. koontz1973
Drafting Room Putting an image onto the web for everyone to see can be a nerving experience. Having people comment on it is worse. The success of a new map can come down to the first few comments. If these are positive, it can spur people onto new heights, if they are negative, people withdraw and human nature dictates that we fight. But the attitude of the map maker always helps. Someone who is positive will succeed while anyone who is negative will fail. Ask yourself which one are you? If you are the latter, then do not come to the foundry as negativity causes flame wars that help no one make maps. natty dread wrote:The first thing that I would advise is to get rid of all the line connections and replace them with territories & borders. Seriously, it's like a mess of lines there, making for a very confusing look, and you need to simplify this a lot - when I say simplify I don't mean the gameplay, but the visual look of the map... you need to make the map easier to read, and eliminating that criss-cross of lines is a good first step towards that. ... you have the right idea with using textures on the map, but they will need some work. Especially the canvas effect on the right/upper right of the map - the left side looks like it's trying to imitate grassland terrain, so why would you have a paper/canvas type texture on the right? The cork texture on the legend is pretty nice though. But why is there a bare slab of grey in the middle? It looks bland compared to the rest of the map. Anyway, keep on working, there's good potential here. This from natty is a good way to say a map looks like shit but keep at it. All of these points were correct, he explained why it needed changing, but not how. Version 4. When I say that this is version four, it is really version 20 odd. That is how many times this map changed on my computer before posting this. You can clearly see the final map on this image, Shaka has been moved, Kingul has been added to the map (removed when a better name came up). This layout came about when the first image I posted looked confusing. As it was my map, I understood all of the finer points, what attacked where, what each symbol meant and more importantly, how to win. But what it lacked was understandability. It needed a lot of clarity. Industrial Helix wrote:Your map needs a legend indicating where the 150 yard line is and where the kings are, ect. These symbols and colors need to translate to something. Bruceswar wrote:your legend font is hard to read if you ask me. Bruceswar wrote:maybe you need white letters... I am struggling to read it. Clarity is the ability to play a map without having to read a legend. We all understand the territory lines but what happens when they change from black to red? Like I had. What does it mean? This has to go into the legend in a clear way. What does brown grass do? Does it mean anything different from the green grass? Why do the rocks small and not large? Trees need brown earth beneath them? All of these things need sorting. All comments were correct when made - but for some it was an easy thing to say while others needed to be rude about it. When I say rude, it meant that their comment was thought about and rejected. Flame Wars Nothing annoys me more than when a stupid comment is made by anyone! The problem with making maps for this site is that anyone can comment. From a pre-pubescent, spotty, runny nosed kid with no experience to an experienced map maker with 20 maps under his belt. One thinks he knows best while the other normally does know best. What both have in common is the ability to not understand the word NO. No, for some reason has the ability to rile people to such an extent that we get flame wars. You have all seen and read them, but 2 or 3 pages in a map thread is not a good thing. Try sorting all the good stuff from the bad can be a hard thing. Before I started my map, I had read the rules of map making and one rule is that all changes have to be made unless it can be rebutted by the map maker or someone else from the community. Remember the old adage of too many cooks spoil the broth? I got lucky with only a very minor war between me and Dukasaur. He was right (to a point ) but it does make it harder. Just remember, to play nice kiddies. Bring on the names. If you look at the above image, only the British soldiers and Zulu chieftains have names. Kingul was a made up name but it was time to find names for all territs. That is 80 names for Zulu warriors. Good thing for the internet. But there is one problem which I had not figured on - all of the lists on the internet where identical and I could only find around 70 names. Some had to be made up for the missing territs. These include koontz (my on line name, fun for me to play), Anya, Tata, Hungarian for mum and grandfather and Jadzia; my daughters middle name taken from Star Trek. Kingul got the boot for Buthelezi. All of the chieftain names have meaning... Cetshwayo - leader during the Zulu war. Dabulamanzi - brother to Cetshwayo and led the Zulus at Rorke's Drift. Mpande - Longest reign over Zulu nation 1798–1872. Ndaba - chieftain of Zulu nation 1745-1763. Phunga - Chieftain of modern day Zulu nation inside South Africa. Shaka - United the northern tribes of the Zulu people and gained control over most of what became South Africa. Chief Mangosuthu Buthelezi - the Zulu chieftain that played Dabulamanzi in the film Zulu. For the British, I always wanted to use the ones that had won the Victoria cross, Britain's highest military medal. Not for any other reason. Lieutenant John Rouse Merriott Chard, 5th Field Coy, Royal Engineers Lieutenant Gonville Bromhead; B Company, 2nd/24th Foot Corporal William Wilson Allen; B Company, 2nd/24th Foot Private Frederick Hitch; B Company, 2nd/24th Foot Private Alfred Henry Hook; B Company, 2nd/24th Foot Private Robert Jones; B Company, 2nd/24th Foot Private William Jones; B Company, 2nd/24th Foot Private John Williams; B Company, 2nd/24th Foot Surgeon James Henry Reynolds; Army Medical Department Acting Assistant Commissary James Langley Dalton; Commissariat and Transport Department Corporal Christian Ferdinand Schiess; 2nd/3rd Natal Native Contingent Because of the 11 British names, and the layout of the map, getting the map playable was going to be a problem. How to get an odd number to fit nicely into an even map. Little men from Mars. With the legend and map growing with each version, both wanting the limited space given to map makers (large map 840 pixels wide / 800 deep) something needed to give. Also something was needed for clarity. I came up with the little men from Mars. My legend text explaining what territ did what, why and how was unreadable! Always much easier to show it. Meet the Zulu chieftains and the River Warriors. It became clear with this image, I was getting somewhere (with a lot of help form others). After a couple more updates (now version 5.4) I got this. thenobodies80 wrote:
Onward and Upward!
Time to play with the big boys. MrBenn wrote:
Long long way to go. Next time - Impassables, fonts, layout, and Victor Sullivan jumps all over gameplay. Happy gaming everyone, whatever map takes your fancy. Declining Standards koontz1973
The Start It has been said, and many agree with it, that the standards within the map making community for conquer club has declined over the past year or two. If, and this is a big if, is this true? And who is to blame for it and what can be done about it? Let me first explain how the foundry works, for all who do not know. Anyone is able to make a map. Does not matter if you have gone through years of training in graphics design- or if you have no more experience than being able to work a mouse. As long as you can draw a rudimentary map using any of the approved programmes, you can have a go at making a map. So has the foundry standards gone down, up or reached a plateau? The simple answer is all three. Graphic by DiM, cleaned up by me. And he wants to talk about declining standards. This graph was posted by DiM in a thread that I set up in the foundry, asking the same question of the map makers. DiM wrote:quality over time red represents how the ideal foundry should be. constant increase where each new map is better than the last. blue is how i see it. increase at first followed by a slight decline with a more recent slight increase. green is how others seem to see it. increase at first followed by a plateau (consistency) DiMs premise, of red being the ideal foundry, cannot be accomplished under the current system in the foundry. How can a new map maker be expected to produce a map with better graphics than a map maker who has produced 5 / 10 or even 20 maps. Blue, with its up / down and finally up again is more like it. But with far more ups and downs. Green, if the community see the foundry this way, is there a problem in the first place? Yes! The foundry should always be striving to do better. 3 levels of standards. Level one. Graphic standards have gone up for some map makers. These are the map makers who after a while know there programme and how to manipulate the image in a way new map makers can only dream about. But can an experienced map maker constantly improve themselves (yes they should) or can they have an off day and produce a map that is below their standards. Of course they can, and they do (sometimes a bad day is just that, other times it seems as if an experienced map maker cannot be bothered to put more than 30 minutes into a map). But as long as the community is willing to play, it can get a pass. 3 levels of standards. Level two. Other map makers have found a level of standards that work for them. While not striving to find anything new, they know what is acceptable and produce map after map that can pass. This sort of commitment is OK - as map making is not done overnight; but over many months. And again - as long as the map reaches the acceptable standards, and all problems are solved, it will get into play. 3 levels of standards. Level three. We have a third group of map makers, these are the new guys that have a go. In beta now, 6 new map makers have got there first maps playing. Flapcake, ISN2, lostalimbo, Ace Rimmer, Seamus76 and myself. All of these maps have gone through the same foundry process as the others. Are these maps inferior to the others in play graphic wise? That is up to you to decide. All of these maps have been produced up to and beyond foundry guidelines. To get there, all 6 have gone through the foundry of today. That includes months of drafts with anyone able to comment, forcing changes if changes needed. Map makers may not like to change their maps, but they must if they cannot reasonably rebut valid comments. Rules are for squares
Once a map has been awarded a stamp for gameplay, it is time to set about transforming it into a work of art that would sit comfortably alongside other CC maps in the Viewing Gallery. There are fairly few rules and restrictions about graphics development - graphical benchmarks are subjective and it is difficult to legislate for them: the Foundry Team members are the final arbiters of map quality, and will ultimately judge whether or not a map meets the Conquer Club standard.
This, apart from the few rules map makers have is the guideline for maps. The ones who have final say over this are the foundry CA's but more importantly, the foundry foreman. These are the guys that take your map and zoom in close, making sure there are no stray pixels, all the lines are nice. If they are not happy with the graphics, you cannot play your map. Useful hint for new map makers - don't piss any of them off. So the foundry standards can only be as good as the foundry staff. A group of people who give time freely to Conquer Club, guiding maps through the foundry. So if we look back at DiMs graphic, you can see that the newest foundry foreman (thenobodies) is doing a good job of getting the standards up. Can it get better. Can the standards of graphics get any better in the foundry? Maybe but not under the current system. When you look at the way maps are produced, there are many flaws but none that can be challenged. One of the requirements for new map makers to get a map into the main foundry, and beyond, is the ability to prove that they can produce the graphics to get into live play. But old map makers do not need to prove this as they have already done it. To keep standards going up (along the red line), make older map makers prove they can do it better than before. Force the DiMs, cairnswks and natty_dreads to not rely on the old, but come up with something new. Something we have never seen before. Overload. Overload of maps may also be a quality issue. How can a map maker really produce his best work consistently if they are trying to get 4 or more maps through the foundry at once. It may be a slow process in the foundry but now that we have over 200 maps to play, is this really an issue? 2011 produced 22 new maps. Right now, with the 3 names above ,we have 15 maps being readied to play and we are only in March! No matter how good you are, that sort of production will never produce the best maps. Limiting the amount of maps in the foundry by any maker (old or new) to one or two can only produce better maps. Cutting out the fat. Community support has been a concern in the foundry. Does the community want the maps being produced? Simply no! Most of the maps in the foundry today do not get the community's support and will get played a couple of thousand times and then forgotten by most. One of the rules is that the community must support a map before it gets moved into the main foundry. How many pages of comments and updates does a map maker need before it gets moved on? The foundry is a huge place with lots to see and read so can having 45 maps going through the foundry really garner the support needed by the limited number of people coming to the foundry? By limiting the amount of maps in the foundry for old and new map makers, we reduce the numbers. So if 30 people come to the foundry, all can get some support. The ones that do not, get binned (the maps not the people). Do it my way. Help, it is something we all need from time to time. New map makers need it more than the old. A mentoring programme, make the old train the new. Not only must they show community support for there maps, but make them show support for the community itself. There are maps in the recycling bin - like Murder One, Vietnam, Goblin Tribes - sitting there when we could of been playing them if an experienced map maker or even a CA had been assigned to oversee them from the start. All three maps had been started by new map makers but failed when the know how to carry on or community support fell away after time. Who among us. Lets bring DiMs graph back in here. I have added three lines to it (sorry for not getting copyright from you DiM). The bottom gold line now denotes the start of Conquer Club. The sort of graphics standard that produced the Middle East map. The middle line denotes current standard , and the one at the top denotes a higher standard . One that map makers should strive for but none have the knowledge to achieve. How can we reach the top line when none of the current map makers reach it. Simple enough, the site pays for professionals, or limits the makers to people who have proved themselves and close the foundry to everyone else. With all of the arguments against special edition maps, I cannot see this happening! Bin it. Lastly on graphics before game play comes into the argument, it has been shown that many map makers do not have the strength to produce a map. Maps that are in the foundry (drafting room and main foundry) that do not belong where they are. Things will always fall through the net when volunteers are used, but rules are rules and should be followed. If a map goes a month without an update, bin it, this will free up space and allow people to support the maps that are there. Lets go further and reduce this to two weeks. Real life as an argument against this cannot be used as an update brings it back in. Game Play Time Coleman a while ago, did a graph for the average games a day for each map. Here is the top ten. Code: Select all
Classic 1309.14 1 (2000000 BC)
Doodle Earth 215.29 2 (2007) Luxembourg 186.14 3 (2008) Feudal War 178.29 4 (2007) Arms Race! 148.71 5 (2008) World 2.1 116.57 6 (2006) Peloponnesian War 113.57 7 (2009) British Isles 99.29 8 (2006) New World 84.14 9 (2008) Age Of Realms 2: Magic 77.14 1 0 (2007) And last year we had the 200 maps celebration. The chance for everyone to choose there favourite map. The top ten where... Code: Select all
1. World 2.1 - 728 votes (2006)
2. Classic - 464 votes (2000000 BC) 3. British Isles - 426 votes (2006) 4. New World - 366 votes (2008) 5. Feudal War - 344 votes (2007) 6. First Nations Americas - 343 votes (2011) 7. Europe 1914 - 332 votes (2008) 8. Europe - 323 votes (2006) 9. American Civil War - 318 votes (2007) 10. Arms Race - 314 votes (2008) If you look at both of these sets, only First Nations of Americas from 2011 hits and none from 2010. Wow. (Funny how improved graphics have not made a difference on these lists) So is the problem with graphics or game play? Game play is the essential side to any map. It comes before graphics, and has to be the start of everything. If game play is bad, it will never get to the graphics stage. But with no new ways of playing the game, nothing new can be done. How often can a game be copied and expect to have support? The range of maps that now have classic game play is too large. Maps like Classic, World 2.1, Doodle Earth are all the same (the Earth), just at different sizes. So does the community want DiMs World 3.0? Cairnswk has been producing the rail series, all the same game, just slightly different each time. How many of these maps really need to be made? Luck Game play now is often over analysed to the point that the starts are programmed in. Luck is removed as much as possible. And if all else fails, it changes in Beta play till it is perfect. But if the case for the removal of luck was such a strong one, why is there only one map from 2011 in either list? New ways of doing things can only come from the boss, the head honcho, the big cheese, the turtle in the sky. Please, anything new is welcomed by everybody! New for Old It has been suggested before, and I am bringing it up again as it is relevant for this, removing some maps that do not meet current standards for graphics and game play may not please the original map maker but it can be done quite easily. Recently, a graphics touch up was done on the Asia map (now Far East) and it really looks nice compared to the old. We currently have the North America revamp going ahead, another map that is often complained about. So this year then, two old tired maps that just do not cut it now will get a new look. We may get another done this year but by speeding this programme up, we can get the old looking like new faster. This can only be good for the site. By holding competitions, it allows the old map makers prove they can do it better than anyone else, and new ones to have a go. Finally, well done for getting this far A question for you...Which one are you? How many of the old guard help the new guys in a proactive way? How many just sit back and complain? How many try something new? In conclusion to this huge piece, game play beats graphics for popularity as long as the luck has not been completely removed. Graphics have not only not declined but have gotten better over the years, DiMs graph shows we have our ups and downs but the overall trend is up. Just look at the two lists and ask if any of those would get through the foundry today. Can graphics get better? Yes, but that comes with leadership and support. Leadership from the CA's and support from the old map makers. Without these, the foundry fails. The foundry may not be a perfect place, but it is a place we all love. Happy gaming everyone, whatever map takes your fancy. Next time, The death of the foundry.
Welcome to the latest and greatest in terms of Clan news as we head off our section with an exciting update on the Semi-finals of the Newcomers Cup, and then graduate to the news on the League stage as it heads off down the final straight in Phase 1.
Next we welcome back our French correspondents as they report on their research into Clan Training Groups, this time with ++The Legion++.
And finally comes our creme de la creme, as our monthly exclusive on the latest changes to the F400 ranking by compiler
In other news we're also glad to congratulate our ACC and CC2 reporter
on his newly-minted appointment as the 4th Clan Director!
Leehar Clan Executive NC2 Semi-Finals Preview Skillfusniper33 (IF)
Well we have winners for each side of the wars, even though the war's haven't been completed yet. So here is a quick update on the scoreboard.
Quarter finals Score update AKA Beats IF 24-19 LHDD Leads DYN 23-8. (Predicted final score of 26-17) Semi Final's Preview Vs Both of these clans are very strong and are showcasing some great skill between them. With MD defeating HH by 1, then Number 1 Seed KOA, I see them being able to keep up with LHDD. But will that be enough for them to pull out the win? LHDD has put together a very nice set of wars in this tournament. First by beating TNC (also by 1 game), but then they come back and do some pretty decent damage to a tough group in DYN. Only time will be able to tell for who gets the spot in the finals. But I give the edge to our French Speaking friends in LHDD to come out on top of this war. Vs Now we have two clans who have had first round bye's, and are getting into their second war. We have the Number 2 vs the Number 3 seed in this war. Now looking back at both of the clan's first wars GR beat 1RFG by 9 games, and AKA beat IF by 5 games. Both of these clan's are very capable of taking each other down, but if AKA can't do any better than 1RFG did on GR's home set (GR won 16/21) I don't see AKA holding up. However, if AKA can pull out around a 50% win rate it will be a very fun war to watch as it finishes up. But don't count AKA out, (AKA won 13/21 vs IF). Even though they didn't have the same start GR did, they were able to hold onto their lead for the entire war. I am giving the edge in this war to GR, but it should be a very close battle to see who will continue onto the finals. Congratulations to all 4 clans for making it to the Semi-finals, and Good luck. Clan League 4 by DJ Teflon (Bofm)
Phase One of the Clan League is reaching an exciting stage as results start to come in. Whilst some divisions look to be fairly decided, others look very open. Clans continue to battle hard, whether it is to win their division or gain the highest possible position to determine the division they will play in for phase two. It is anticipated that it will take a further 2-3 weeks for results in all divisions to be concluded, then clans will launch quickly into phase two. The division tables in each division thread should all be up-to-date (and game list links and scores), and can be easily found by navigating from the main CL4 page: (Click here for the Main CL4 Thread - Rules, Tournament Format & Results) Recruitment Method II by QuikSilver & DJoach (LHDD)
First of all, I'll start with a little recapitulation of my last article about MYTH and it's recruitment group, the Underworld. MYTH sees Underworld as a way to form potential recruits. MYTH members are not obligated to be part of Underworld, some new members go straight into MYTH while the majority go to the Underworld first to be tested and/or improve form. The formation aspect is really interesting, they refuse no one, everyone gets their chance to improve their skills. Some will be in the Underworld for weeks, others months before making it into MYTH. However they all get their chances!
Landain finishes his interview with the sentence: ``Absolutely, a training ground for prospective clan members is a fantastic way of judging their skill level's, their communication skills and how they will fit in with your core members``. Now let's see what it's about in LEG and their recruitment group ++The Barracks++. We'll see that even if these groups were created for the same reasons, they have a huge difference in mentality. Culs De Sac answered all my questions, let's see the answers! How many clan members do you have? 28 At the moment Do you have a limit on players allowed in the clan? (To keep it under control.) We do not have a set number, however, we try to keep the number as low as possible to allow for more social setting. We don't want to a clan of numbers, but rather a group of friends who play competitively together. Why at first did you create the Barracks, what was the interest? And when (the date) did you create it? I can't give you the exact date, but The Barracks was created in order to have a forum in which we could converse with possible recruits without exposing them to our main thread. This allows us to see how they communicate, interest, and to facilitate a better CC experience even if they were not accepted into the Legion. How is it organised? It is a free standing forum. Anyone and everyone can start a thread about anything they would like to discuss, share, teach, etc. We do have 3 main threads which explain to recruits what the forum is about, a thread to keep them aprised of current events, and a ladder portion for game challenges. Does every new member go to the Barracks or do some get a by-pass? All legion members are part of it, as for recruits any and all recruits go into the Barracks first. If accepted they are added to the main forum. How much time to they spend in the Barracks before getting refused/accepted on average? This depends on the person. We pride ourselves in being professionals in the real world and CC being our hobby and leisure. So we look for personality more than we do for gameplay or stats. So some individuals don't stay very long and some stay. On average I would say 3 months before a new member is accepted. We like to play many games and vary the experience to get a sense of the person. In average, how many new members you got each month? year? We have slowed down in recruitment since we believe we have a solid core group. In the last year there were some changes and we had a push in recruitment. So we have accepted about 4-6 individuals. Would you recommend the creation of a similar group for each competitive clan? Each clan is different and has their own needs. The reason this setup works for The Legion is because our emphasis is on the person and not game play. Hence, we look for conversation and activity within a thread opposed to solely gameplay. So to answer the question, its yes and no based on the Clan. We now see that those two groups are base on the same principles, but the way they see it is different. MYTH's mentality is more about forming players to team games and strategy. LEG is more about, looking for persons that they want to play with, regardless of stats and every member's a part of The Barracks. LEG know how to look for good players, but they look first for great people, for a solid core group. It's pretty hard to make LEG, but once in it they say it's for life.
Premièrement, nous allons faire un récapitulatif du dernier article avec MYTH et leur groupe de sélection, The Underworld. MYTH perçoit Underworld comme un moyen pour former des recrues potentielles. Ce groupe n'est pas obligatoire pour tous les futurs membres de MYTH. Certains nouveaux joueurs iront directement dans MYTH, tandis que la majorité sera d'abord testée, puis formée au besoin. L'aspect formateur est bien, car ils ne refusent personne, certains mettront quelques semaines avant de joindre le clan et d'autres quelques mois. Néanmoins, ils laissent la chance à tous les joueurs de s'améliorer.
Landain finissait son topo par la recommandation suivante: ``Absolutely, a training ground for prospective clan members is a fantastic way of judging there skill level's, there communication skills and how they will fit in with your core members``. «Je le recommande, un terrain d'exercice afin de constater de leurs habiletés à communiquer, jouer et pour vérifier s'ils iront bien avec le groupe». Voyons maintenant ce qu'il en est avec LEG et son groupe The Barracks. Nous verrons que même si le but du groupe de sélection est relativement le même, il y a une grosse différence dans la philosophie, la manière de le voir. Regardons maintenant les réponses de Culs De Sac à mes questions. Combien de membres avez-vous? Pour le moment 28 membres. Vous êtes-vous fixé une limite à ne pas dépasser? Nous n'avons pas de nombre fixé, cependant, nous essayons de maintenir le nombre de membres le plus bas possible pour permettre un meilleur rapport social. Nous ne voulons pas un nombre de membres, mais un groupe d'amis jouant ensemble et voulant être compétitifs. Pourquoi avez-vous créé The Barracks, quel était l'intérêt? Quand (la date) l'avez-vous créé? Je ne pourrais pas dire la date exacte, mais The Barracks a été créé afin d'avoir un forum servant à communiquer facilement avec les recrues potentielles sans leur donner l'accès aux sujets principaux du forum de LEG. Cela nous permet de voir comment ils communiquent, leurs intérêts et agrémente l'expérience CC même s'ils ne feront jamais parties de LEG. Comment est-ce organisé? C'est un forum libre. N'importe qui peut créer un sujet à propos de ce qu'il veut! Que ce soit pour partager un truc, apprendre des tactiques, tec. Nous avons trois sujets qui expliquent ce qu'est le forum, se maintenir à jour sur les événements et une place pour les challenges à propos de CC. Est-ce que toutes les recrues potentielles feront partie de The Barracks ou certains iront directement dans LEG? Tous les membres de LEG sont aussi des membres de The Barracks, alors les recrues aussi iront sans exception dans The Barracks. Après quoi, ils iront peut être un jour dans LEG. Combien de temps les recrues passent-elles dans The Barracks avant d'être acceptées/refuser en moyenne? Cela dépend de la personne. Nous sommes fiers de nous afficher comme des professionnels dans le monde de CC, un monde de passe-temps. Alors, nous cherchons plutôt l'individu et non le joueur ou ses stats. Certains individus ne restent pas longtemps et d'autre oui. En moyenne je dirais trois mois avant qu'il soit accepté ou refusé. Nous aimons jouer beaucoup de parties et varier l'expérience de jeu pour tâter le pouls de la personne. En moyenne, combien de nouveaux membres comptez-vous par mois? Année? Nous avons ralenti le recrutement depuis que nous croyons en un noyau solide. Dans la dernière année, nous avons connus quelques changements et nous avons donné un petit coup dans le recrutement. Nous y avons alors accepté 4-6 individus. Recommanderiez-vous la création d'un groupe similaire pour chaque compétitif clan? Chaque clan est différent et possède ses propres besoins. La raison pour laquelle ce système fonctionne pour LEG est que l'on met beaucoup d'emphase sur la personne et moins sur la manière de jouer. Nous cherchons la conversation et être actif dans les discussions plutôt que les joueurs solos. Alors pour répondre à la question je dirais oui et non, dépendamment du clan. Nous constatons donc que même si c'est deux groupe on le même principe, soit de repérer les bons joueurs et avec qui nous voulons jouer, la philosophie est différente. En effet MYTH perçoit Underworld comme un groupe pour former ses recrues et tous les joueurs de MYTH ne sont pas obligés d'en faire partie. Tandis que chez LEG, tous les joueurs sans exception feront parties de The Barracks et le but est d'abord et avant tout de voir si l'individu nous plait. LEG sait s'entourer de bon joueur, mais surtout jouer unit. Ils se vantent d'ailleurs que lorsque l'on rentre chez LEG, c'est souvent pour la vie, car il peut être dur d'y rentrer. *Toutes les questions et réponses furent traduitent de l'anglais* F400 Ranking by Gunn217 (PR)
The F400 welcomes a couple of new clans to the mix this month in Warriors at Risk (14) and Manifest Destiny (17). Yet mores examples of new entries showing up pretty high despite the young age of the clan. Can they withstand the test of time? Will they wither under the pressure and settle lower in the rankings? Both new clans are packed full of members that aren't new to the clan scene so they may very well deserve to be where they are.
With most clans getting just coming out of a holiday break and getting started with the CL4 not much has changed in the ranking this month. Expect that to change pretty soon with some heavy hitting challenges heating up between #3 EMPIRE vs #6 PACK and #4 TOFU and #12 PIG and the rare but titalizing #1 vs #2 in KORT vs TSM. Could this be the validating challenge The PACK has been waiting for or will EMPIRE put a halt to the PACK's meteoric rise? TOFU is looking to return to the top of the ranking after a brief hiatus while The Pig Renters are in search of that defining win in their relative short existence. What can be written about a #1 vs #2 matchup? Just watch and enjoy! I'm not sure what impact the CL4 will have on the rankings. I lowered the minimum games played requirement to 12 so that we could include the matchups but after entering several of the completed matchups from phase 1 it doesn't appear that it made much difference. I'll keep plugging them in there and see what happens.
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