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Paintball: Take & Hold (rough map revamped added)

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Paintball: Take & Hold (rough map revamped added)

Postby Lokireborn on Thu Jul 12, 2007 4:44 am

So i was was walking through the woods behind my house, bumped into a few rail-roadtrack, followed it down a bit and noticed a river/lake to my rigth and as well as a couple of clearings and random materials. S=Took a stroll down. Turns out it looks like an abandoned Home-made Paintball Field. It looked PRetty dank. So i Drew out a map of it...,

now im trying to figure how i could put different region/continent/spaces in it that would make it an effective map. Also adding a creative ideas to it. (there were a couple of islands in the middle of the rivver, that looked you could easilly make a bridge to it. SO im adding that in.

How do i post up a picture/drawing. Can someone work with me with it as well. im not very graphically gifted.

Image

Image

Stars/Asterix **** are capitals/bases...

the X/water hazard regions connect with all land masses it touches, it's only not allowed to attack bridges... You'd need to protect all 8 of it's regions accordingly because all 8 water hazard regions borders 20 regions....


There are 127 spots

6p game= 21 regions/ each (so people get a +7 starting deploy); 1 nuetral
5p = 25 each(+8) ; 2 nuetral
4p = 31 each(+10) ; 3 nuetral
3p = 42 each (+ 14) ; 1 nuetral
2p = 42 each (+14) ; 42 nuetral



The map is slightly bigger than World 2.1. I understand teh map is symmetrical, i did it because i suck at drawing, but also cus i didnt want to give one side or the other too much of an advantage guess im bad at weighing stuff out. Hence i added all the bases and all the Water Hazards and side bases.

There are 8 water hazards...
However there are also 9 bases/capitals (which give +1)

So everyone will start off with various deployment bonuses...
Some people have expressed the concern of people starting off with three water hazards and gettign -6... while everyone else might own three capitals (+1) This would give an extreme advantage and an extreme disadvantage to one player. (What have u guys never played a map where you were born with all of your guys spread out evenly while an enemy was born practically owning a whole continent?) It happens, get used to it. If you hold three water hazards,, there are 5 other water hazards that will be going to the rest of them, so dont worry. Plus if u hold a water region. Noone is going to want to attack it, allowing you to be on the offensive. All water regions border strategic place and override any specific bottlenecking situations. Also 4 capitals (=1 regions) are directly, touching waterhazards, while 5 capitals are sitign just one region away.

Owning all the water hazards, you gain 32 (this is to negate the -2 effect) Resulting in only gaining + 16 ...

This map is really based of of Paint ball alot because it's all about taking and holding stategic points. Everyon ins CC is used to people bottlnecking their entire armies in llike NE brasil, panama and tierra del fuego in world 2.1 to hold South america conintent. the same would normally occur in my map... people holding the south east or the south west or the middle island by just bottlenecking their forces on the bridges as that the bridges are qoute un qwoute the only routes for crossing down there. HOWEVER having the water hazards provide a new answer. You can pass through a waterhazrd to attack them, overriding their protective stand point/bottlenecking. Doing this will come at a price however, resultign in you owning a region with -2 properties.. however...it'd could be worth it to get rid fo their island bonus.... plus if they own the whole island... they will mostlikely attacking through the bridges as that the bridges safely connects them to the other regions. and they wouldnt want to go through the water as it'd negate their bonuses... so they can offensviley...bottleneck their troops on the bridges and be able to protect and effectively attack... or play it the defenseive method and protect each island region that connect to the water and bridge in an equivalent manner, however doing this... seriously dis-enables their ability to attack.

The good thing abotut watr hazards are that they are wiide and cover a good amount of area, making certain regions that seem priorily inaccesible.... accesible.


the bridges dont seperate the water hazards...


So the water hazards has it's own strategic purposes...however it can also giveu a bonus if u own all 8, whihc also mean protecting all 8 as that it borders 20 regions...owning it gets u 32...whihc translates into 16 really after all -2 properties of the water hazards are taken away...Double edged sword in that. if you choose to take that path...yeah sur eu might get 16 bonus guys a turn... however the moment someone takes away ur bonus... , leaving you with 7 water hazard that translates into -14.... you'r screwed... but it defintly has it's strategic purposes.


The train tracks... im not quite sure if i might keep them in. I put them there because thats how it is in RL. However i wanted to make the game play and feel more circular, less vertical or horizontal. The rail road tracks are the quickest route from west to east... Also holding both railroad tracks, gives u a great bonus too.


So technically this game can be played from red base, blue base, railroad encampment, south east island and south west island...


In relation to blue and red bases... you only get the higher bonuses, if u own the entire region...so if u own red and brown but you dont own pink....you still get no bonus.
Last edited by Lokireborn on Sun Jul 15, 2007 12:34 pm, edited 7 times in total.
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Postby gimil on Thu Jul 12, 2007 4:47 am

1. Scan the picture onto your computer.
2. Uplaod to a site like photobucket,com or imageshank.com
3. Post hte URL with teh img tag on it.

Code: Select all
[img]www.MYPICTURE.com[/img]
What do you know about map making, bitch?

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Postby Lokireborn on Thu Jul 12, 2007 4:52 am

by the way. This map would have 127 spots.

so it means relatively VERY FEW nuetral regions anywehre between 1-3 nutral regions for any number of players in game play.
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Postby gimil on Thu Jul 12, 2007 5:15 am

Lokireborn wrote:by the way. This map would have 127 spots.

so it means relatively VERY FEW nuetral regions anywehre between 1-3 nutral regions for any number of players in game play.



I like hugh maps nut 127 sounds like a tight squezze
What do you know about map making, bitch?

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Postby Lokireborn on Thu Jul 12, 2007 1:16 pm

it's have morre than the World 2.1 ...
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Postby unriggable on Thu Jul 12, 2007 1:19 pm

Warning: Contrary to what gimil said, imageshank.com is not a real website.
Image
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Postby DiM on Sat Jul 14, 2007 8:22 am

unriggable wrote:Warning: Contrary to what gimil said, imageshank.com is not a real website.

lol. imageshank :lol: :lol: :lol:

back on topic.

the main problem with this map is the symmetry.
being symmetric does not allow for much creativity on the playing field.
however this can be overcome by adding various things to spice the gameplay. like holding key points. i see there are some X's and some other small icons that try to do this however i think their bonuses and locations are wrong.

small things like these should be just that, small. 32 bonus is huge for all X's especially since you can hold them with just 4 borders if i'm reading the map right.

also -2 for having an X is a lot. imagine a 6 player game where 5 start with an X each and the sixth starts with 3 or 5 of those little small icons. it's game over in round 3.

the map is somewhat strange now and i can't really figure what attacks what. for example the way i see it brown orange and yellow are on an upper level from cyan hence the bridges passing over cyan to connect the 3. so are the bridges able to attack cyan? if not, then as i said above all the X's can be held with just 4 borders.

maybe a better graphic would clear up some confusion. talk to WM maybe he wants to help.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Postby Lokireborn on Sat Jul 14, 2007 1:00 pm

If you take over "battlegrounds" then the small beach below it and both capitals to the side... YOu end up gettign a bonus of 14 (12 for owning battle grounds, 2 for owning each respective capital).... and you end up only need to gaurd a 6 region area for it.


Or u can take the both rail roads, get a a pretty decent bonus as well, only haveing to defend 3 REgions.... however ur far away from all Capitals (+1) ish. Railroad route is also the quickest trail from the east side of the map to the west.... so the rail road region has it's perks...


I would like to think the North is balanced with the south... if say someone were to own the entire rail road, and someone else to own all three islands in the south...

the forests, beaches, water hazards, bridges, add more continents to be fought over.


I think alot of people aren't really looking close at the map.. this isnt a battle rigth vrs left... it has just as good principle fight south vrs north... or even fighting from middle and spreading out.



Many people dont liek symmetry, but thats why there is so many thing s added to spice up the game play...
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