Page 14 of 18

PostPosted: Thu Nov 29, 2007 8:56 am
by Wild_Tiger
theres a bug in the dunnys continent.

Dunnys (4) Dunny (1) Master Bathroom (3) Visitor WC (1) Bud's Tub (2) Siss' Access (2)

Siss' sauna should be in it instead of Siss' Access

just got screwed by that in my game :cry:

PostPosted: Thu Nov 29, 2007 9:02 am
by Wild_Tiger
ok just read it was already posted

Re: Madness: Dunny Bonus

PostPosted: Thu Nov 29, 2007 12:03 pm
by Crowley
yeti_c wrote:For Future Reference (FFR) these sorts of errors should go in the map topic itself...


Map topic?

PostPosted: Thu Nov 29, 2007 3:05 pm
by jennifermarie
in the final forge...i'll merge this over now

PostPosted: Thu Nov 29, 2007 7:44 pm
by Gilligan
Wild_Tiger wrote:theres a bug in the dunnys continent.

Dunnys (4) Dunny (1) Master Bathroom (3) Visitor WC (1) Bud's Tub (2) Siss' Access (2)

Siss' sauna should be in it instead of Siss' Access

just got screwed by that in my game :cry:


I second that.

PostPosted: Thu Nov 29, 2007 8:02 pm
by t.e.c
Gilligan wrote:
Wild_Tiger wrote:theres a bug in the dunnys continent.

Dunnys (4) Dunny (1) Master Bathroom (3) Visitor WC (1) Bud's Tub (2) Siss' Access (2)

Siss' sauna should be in it instead of Siss' Access

just got screwed by that in my game :cry:


I second that.

i third that. fix please :D

PostPosted: Fri Nov 30, 2007 4:02 am
by cairnswk
t.e.c wrote:
Gilligan wrote:
Wild_Tiger wrote:theres a bug in the dunnys continent.

Dunnys (4) Dunny (1) Master Bathroom (3) Visitor WC (1) Bud's Tub (2) Siss' Access (2)

Siss' sauna should be in it instead of Siss' Access

just got screwed by that in my game :cry:


I second that.

i third that. fix please :D


t.e.c and players....i was aware of this error and had sent a fix to lackattack a couple of days ago....unfortunately it appears as though this had not been updated, and i have sent another file for update.
:)

PostPosted: Fri Nov 30, 2007 5:33 am
by t.e.c
no problem. i've got to say that i love playing this map, it's great fun! :D

PostPosted: Fri Nov 30, 2007 11:06 am
by benjikat
Read back 2/3 pages and it didn;t seem to be mentioned...

Surely siss' access connects to storage? - wasn't able to in my game :(


EDIT: I see now that there is an almost entirely obscured line underneath the army circle :(

PostPosted: Fri Nov 30, 2007 3:33 pm
by cairnswk
benjikat wrote:Read back 2/3 pages and it didn;t seem to be mentioned...

Surely siss' access connects to storage? - wasn't able to in my game :(


EDIT: I see now that there is an almost entirely obscured line underneath the army circle :(


Siss' access does not coonect to Storage

PostPosted: Sat Dec 01, 2007 6:48 am
by Selin
cairnswk wrote:
benjikat wrote:Read back 2/3 pages and it didn;t seem to be mentioned...

Surely siss' access connects to storage? - wasn't able to in my game :(


EDIT: I see now that there is an almost entirely obscured line underneath the army circle :(


Siss' access does not coonect to Storage


thats not clear on the map

PostPosted: Sat Dec 01, 2007 11:25 am
by cairnswk
Selin wrote:
cairnswk wrote:
benjikat wrote:Read back 2/3 pages and it didn;t seem to be mentioned...

Surely siss' access connects to storage? - wasn't able to in my game :(


EDIT: I see now that there is an almost entirely obscured line underneath the army circle :(


Siss' access does not coonect to Storage


thats not clear on the map


if that's not clear, then perhaps YOU need glasses.

but just so it is made clearer for you, i have extended the wall between siss' access and storage...please refresh your browser

Image

Image

http://i155.photobucket.com/albums/s282 ... ssV18S.jpg

http://i155.photobucket.com/albums/s282 ... ssV18L.jpg

Madness - location of "shadow" for the Storage ter

PostPosted: Wed Feb 13, 2008 11:05 pm
by gdeangel
I don't know where "bugs" go for forged maps, but I'm posting here anyway... the shadow for the "storage" territory should be moved up just a little so it's actually in the closet to make it clear this is a dead end, and not part of the hallway to Sis's area. This throws me whenever I play.

PostPosted: Wed Feb 13, 2008 11:20 pm
by benny profane

PostPosted: Wed Feb 13, 2008 11:31 pm
by gdeangel
Thanks benny... I've posted it there now.

PostPosted: Wed Feb 13, 2008 11:34 pm
by benny profane
no problemo...

PostPosted: Thu Feb 14, 2008 12:38 am
by Night Strike
Actually, a bug like that (army shadow placement) goes in the specific map's Final Forge thread. Here.

PostPosted: Thu Feb 14, 2008 1:26 am
by oaktown
Night Strike wrote:Actually, a bug like that (army shadow placement) goes in the specific map's Final Forge thread. Here.


Agreed - the old thread is probably the best place for this... I'll try to merge your original post into it, then lock this one down. (cross your fingers everybody - I could bring the whole system down!) :wink:

Re: Madness - location of "shadow" for the Storage

PostPosted: Thu Feb 14, 2008 3:14 pm
by cairnswk
gdeangel wrote:I don't know where "bugs" go for forged maps, but I'm posting here anyway... the shadow for the "storage" territory should be moved up just a little so it's actually in the closet to make it clear this is a dead end, and not part of the hallway to Sis's area. This throws me whenever I play.


oh dear! My my my!! :shock:

thanks for the comment....but do try to concentrate when you play.

Re: Madness (Our House) [Quenched]

PostPosted: Tue May 27, 2008 4:36 pm
by gdeangel
Another comment from me, since apparently I'm the only person on cc who likes the gameplay on this map...

I just played a match where the other guy started with all four territories of the Dad bonus (+3), and neutrals on all borders but one, which was the back path, held by me. Of course, this is quite unusual, and normally I like a challenge, but the other guy also drew the first move, meaning that he had a +3 at start with which to knock out everything in the back paths and dog, and therefor insulate a +4 behind "3" strong neutrals on all sides.

I know there are way to code maps so that the initial drops do not favor one side too much. This is a fix that MUST be implemented to take this map seriously... there is no way anyone should start with anything other than a +2 or +1.

Re: Madness (Our House) [Quenched]

PostPosted: Wed May 28, 2008 3:05 am
by cairnswk
gdeangel wrote:I know there are way to code maps so that the initial drops do not favor one side too much.


Can you suggest this example of how to do these initial drops. That would solve lots of problems on all the maps on CC. ;)

Re: Madness (Our House) [Quenched]

PostPosted: Wed May 28, 2008 8:07 am
by t-o-m
gd - this will only happen extremely rarely and if cairns did it to this one, then everyone would have to do it for all of them, it was just unfortunate for you. i doubt it will happen again for you.
there are also other regions on all maps that may need addressing - so to be quite honest i dont think its worth the effort - and cairn would be doing XML all year for all of his family of maps!

Re: Madness (Our House) [Quenched]

PostPosted: Mon Jul 21, 2008 4:45 pm
by gdeangel
Actually, it happens about 25% of the time... you have a 50-50 chance of having the unbeatable position, or being in the royally screwed position, so it's not really as bad as a 1 in 4 hit, but as your points rise, it becomes a problem still. How to fix... real simple answer = reduce the number of neutrals for 1v1... which limits the incidental blocking effect. Right way to fix... code a rule into this map that prevents anyone from starting with 3 in the garage... or, alternatively prevents any two of the following three from starting neutral: rear path, driveway, and access... that is not so hard, now, is it??

Now, the real reason I am bagging digging up this musty old thread about a map that nobody loves: do you plan to keep Wicked as one of the neighbors now that she has been ousted from the site? If you every "update" this map, you aught to put her in a surveillance van outside or something, make it a +1 one like the dog (obviously make a rule that nobody starts with both dog and van :lol: )... however I don't know if you can put twill in the neighbor spot... it probably wouldn't go over too well.

Re: Madness (Our House) [Quenched]

PostPosted: Mon Jul 21, 2008 5:02 pm
by whitestazn88
man, i love this map.

the last time i played it i started with all 4 neighbors plus the dining room.

on top of that, all of my enemies territs were practically in the house, so i just used the bathroom system to clear that crap up... no pun intended

Re: Madness (Our House) [Quenched]

PostPosted: Tue Jul 22, 2008 3:13 am
by cairnswk
whitestazn88 wrote:man, i love this map.

the last time i played it i started with all 4 neighbors plus the dining room.

on top of that, all of my enemies territs were practically in the house, so i just used the bathroom system to clear that crap up... no pun intended

That's what the crapper system (as Dim so aptly put it) was all about. :twisted: