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HONEYCOMBS [Abondoned]

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HONEYCOMBS [Abondoned]

Postby KLOBBER on Fri May 25, 2007 11:18 pm

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Map "HONEYCOMBS"

70 Countries (Called Cells)

10 Easily-distinguished Bonus Continents (Called Combs)

This map is based on the design of a honeycomb, hence its name.

The honeycomb is nature's most intelligent, compact, and beautiful design for accumulation and storage, and most of the cells on this map have six borders through which to attack and/or fortify, so it will provide a nice, lively play dynamic. This is one of the many unique features of this map that will keep CC members playing for hours on end and coming back for more, month after month, year after year!

Please note that the center comb does not have a specific name designated on the map itself, as the other nine do, but during play, players will refer to it as "Center." (Example: Attack from Center-A to Saffron-G).

Please also take careful note of the corner combs -- Yellow, Blue, and Red, the distinctive "primary colors." These combs will have fewer borders to defend, and so they will receive smaller bonuses.

A unique feature of this map is the continent guide to the left; it is an exact replica of the playing board's shape, but scaled down to a smaller size. It's a visually-oriented guide with intense, striking colors that will help players to easily determine their bonus strategies at a quick glance, without having to scroll through an extensive and confusing list of long continent names and numbers. This will simplify and facilitate game play, making Honeycombs one of the funnest and most attractive games available on the Conquer Club website for decades to come.

To see the map on Photobucket, you can follow this link:

http://i205.photobucket.com/albums/bb19 ... L_1ENH.jpg

Thank you very much,

Klobber
Last edited by KLOBBER on Sat May 26, 2007 1:11 am, edited 6 times in total.
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Postby edbeard on Fri May 25, 2007 11:31 pm

I'm not a fan of symmetrical maps, but I think increasing the size is a priority, especially since you have tons of empty space on the map. Even for a small version, it's still slightly too small. Between the tiny letters on the combs and needing to be army numbers on there, you'll have problems.

I think the colours need a bit more distinction. also, most of the colours are not consistent throughout. this makes the red seemingly blend with the orange. the combination of these two makes it very difficult to see differences in regions. it should be very clear.
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Postby Gozar on Fri May 25, 2007 11:33 pm

Interesting idea. :)

For starters, most of the colours of the "continents" are too similar.*

Cheers

Gozar

*and I type slower than edbeard
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Postby wcaclimbing on Fri May 25, 2007 11:42 pm

This map needs a bunch of borders between countries. or else it will just end up wide open like the Chinese Checkers map.
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Postby KLOBBER on Sat May 26, 2007 12:03 am

Dear Edbeard,

Thank you for your comments; I have read them thoroughly and taken careful note of both of your points. I'll reply within your text, below:

...I think increasing the size is a priority....

>>> I was thinking about the size too, but I compared the size of the cells to the size of the circular shadow regions on the standard map, placing them right next to each other on the same screen, and I can understand that they will fit perfectly. You can check it the same way, if you like. The guidelines state that the map should be no more than 350 pixels high so that players will not have to scroll down to play, and so I limited it to 350. This map will avoid that annoyance.

...I think the colours need a bit more distinction....

>>> There is a scaled-down guide to the left, in the exact shape of the playing board, in which the colors are much more distinct. This guide is a unique feature of this map not found on others, and being an exact replica in shape, this will be a sufficient guide to keep players well-informed of their options in regards to continents and bonuses.

The ten regions (combs) on the board, in and of themselves, are quite clear and easy to distinguish from one another. In addition to this, there is a unique and innovative continent guide just inches to the left of the playing board, and so even newcomers to the site will have no trouble at all playing this board in an efficient and well-organized manner.

As if that weren't enough, the shadow regions will cover the cells almost entirely, and when the cells of each comb are tinted a darker color, they will be more distinct from the cells of the other combs. This is an aspect to which I gave much deep thought and careful consideration during the design stages.

Thank you very much,

Klobber
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Postby KLOBBER on Sat May 26, 2007 12:10 am

wcaclimbing wrote:This map needs a bunch of borders between countries. or else it will just end up wide open like the Chinese Checkers map.


Thank you for your comment. I have read it carefully and applied an appropriate amount of cogitation.

I would like to point out that some maps on this site have impenetrable borders, and others do not. Having impenetrable borders does not seem to be a requirement for acceptance as a playable map; if I'm mistaken about this, please forgive me.

This map has some similarities to all of the other maps accepted as playable on this site; thank you for pointing out a similarity to one of the playable maps. Any other similarities that you might care to point out would also be appreciated.

Thank you very much,

Klobber
Last edited by KLOBBER on Sat May 26, 2007 12:40 am, edited 2 times in total.
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Postby KLOBBER on Sat May 26, 2007 12:23 am

Interesting idea. :)

>>> Thanks, Gozar! I've always liked the way hexagons look packed together like they are in honeycombs. Did you know that the angles that the bees produce in these structures are much more accurate and perfectly symmetrical than the hexagonal angles that can be produced by any computer on the planet?

They're so accurate, in fact, that our most advanced and finest computation devices (including computers) can't even measure the extent of their accuracy, what to speak of reproducing it?!? It's truly amazing!

What is the mysterious source of the honeybee's astounding intelligence?

Thank you also for your constructive criticism. That particular point was also brought up by Edbeard, and I have given it an appropriate response in my reply to him.

Thank you very much,

Klobber
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Postby beav77 on Sat May 26, 2007 12:42 am

Not to dampen your spirits KLOB, but unless you make some borders impenetrable, this map will be far too symmetrical (like the chinese checkers map) resulting in numerous buildup games, and lack of playability. Basically, it wouldn't be any fun and would probably collect dust after the first couple weeks it's out.
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Postby KLOBBER on Sat May 26, 2007 12:49 am

Thank you for your constructive criticism; that particular point was already brought up by another poster, and I have presented an appropriate response to it in my reply to his post.

Also, the similarity that you pointed out to another playable map is appreciated. This map has many similarities to all of the other playable maps on the site, and any other similarities you may care to point out will also be appreciated.

Thank you very much,

Klobber
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Postby beav77 on Sat May 26, 2007 1:11 am

Lol, other maps without impenetrable borders (chinese checkers) are indeed actual playable maps, but because of the problem of symmetry, they don't get a lot of play, and are basically rejected. Just saying, don't be resistant to changes on your map, because as of now the playability will be an issue.
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Postby KLOBBER on Sat May 26, 2007 1:22 am

...other maps without impenetrable borders ... are indeed actual playable maps, but ... are basically rejected....

Well, thanks, again, for pointing out that particular bit of constructive criticism, yet again. This is the third time so far, and I have already posted an appropriate response to it in my reply to the original instance. I guess repetition isn't necessarily a "bad" thing, although it is certainly inefficient.

At the very least, these three instances will clearly establish a similarity between the Honeycombs map and many of the other playable maps on this site. I guess I should be thankful for that.

However, I was not aware of any of any instances of the playable maps without impenetrable borders being rejected from the site. Personally, I prefer them because they're simpler, more direct, and easier and more fun to play.

I hope that none of the other playable maps without impenetrable borders on the site get rejected. That would leave me with fewer choices, as I prefer the maps without impenetrable borders, and I think that the majority of CC members feel the same way.

Do you have any information on playable maps recently rejected from the site for that reason, or scheduled for rejection for that reason? If so, I would like to know about it right away. Are you trying to say that the presence of impenetrable borders is a requirement for a map to be accepted as playable on this site? If so, I should think that it would have been stated in the guidelines for map building, but it is not.

Thank you very much,

Klobber
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Postby gimil on Sat May 26, 2007 1:47 am

KLOBBER wrote:I hope that none of the other playable maps without impenetrable borders on the site get rejected. That would leave me with fewer choices, as I prefer the maps without impenetrable borders, and I think that the majority of CC members feel the same way.


the 1st thing the foundry asked you to do is add boundrys. there is no way this map get quenched unless u follow the what the foundry asks. So u need to stop being so resistant to change. I see potential in this map but there is a list of thing that MUST be done before thos map can move forward

1. The size guidline is jsut that, a gideline. if it is going to improve the quality of the map there is no problem with it being larger
2. The continent colors need to be MUCH more defined. It doesnt matter that the legends give u a breakdown of the map. They must be clear on the gameplay board which right are arnt
3. The legends are to big concidering the little amount of information they have.
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Postby KLOBBER on Sat May 26, 2007 2:14 am

the 1st thing the foundry asked you to do is add boundrys.

>>> Actually, there is no such requirement, and this point has been brought up four times already. I already responded to this point sufficiently, and one logical response per suggestion is all that the Foundry requires. However, I would like to point out that the Classic Map, which is the single most popularly played map on the site, does not include impenetrable borders.

The size guidline is jsut that, a gideline....

>>> The Foundry prefers maps no taller than 350. I have followed the Foundry's guidelines, and I have also already responded to this point in a previous post.

The legends are to big concidering the little amount of information they have.

>>> This is the only suggestion you have offered that has not previously been offered: All of your other suggestions were previously offered, and given appropriate response in previous posts.

The legend will not interfere with game play at this size, nor would it interfere with game play if it were larger. Also, the Foundry requires a legend to be part of the map.

Thank you very much,

Klobber
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Postby dolemite on Sat May 26, 2007 2:34 am

I think it's funny that he put FINAL in the filename, because, as well as this dude listens to suggestions, it probably is the final version.

I agree that the map needs to be larger. There is no sensible reason to have so many countries and have it be so small.

One idea for impenetrable borders would be to have some darkened out cells that were like dead cells. This would also make the map less symmetrical and perhaps more exciting. The map definitely needs a little more flare to make it more interesting.
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Postby gimil on Sat May 26, 2007 4:05 am

KLOBBER wrote:>>> Actually, there is no such requirement, and this point has been brought up four times already. I already responded to this point sufficiently, and one logical response per suggestion is all that the Foundry requires. However, I would like to point out that the Classic Map, which is the single most popularly played map on the site, does not include impenetrable borders.


Klobber


this guy doesnt quit, if the foundry have 4 people saying in needs to be bigger and theres no one supporting your argument the change need to be made.

if u check any other map EVER made you'll see the foundry process is hard and u need to have a releveant argument which has support. pritty much everyone has recocnised the need for change execpt you
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Postby Wisse on Sat May 26, 2007 6:19 am

your map is too tiny even for the tiny version
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Postby gimil on Sat May 26, 2007 6:20 am

thats 5 against one
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Postby KLOBBER on Sat May 26, 2007 6:29 am

Dear Posters,

Thank you for all your kind and intelligent suggestions.

I have read all suggestions posted so far and taken them all under serious consideration. After carefully and thoughtfully delving deep into the wise words of the other posters, I have discovered that the same suggestions, numbering just four in total, keep coming up over and over again, with slightly different wording each time. This phenomenon continues even though I have already, in accordance with the Foundry’s guidelines, submitted appropriate rebuttals to each and every one of them.

I’m not as fond of repetition as the other posters here seem to be, but there is an old saying that goes, “When in Rome, do as the Romans,” and so I have decided to repeat my logical rebuttals as well. Please bear in mind that this type of repetition is somewhat of a departure for me, and although I personally find repetition to be annoying and possibly even a sign of compromised intelligence, still, I am compelled to do so by circumstances beyond my control.

I’ve carefully collected them and placed them together, here in this post, for your convenient, and possibly repetitive, perusal. The four suggestions follow, with their respective logical rebuttals attached, below:

1. Map Size –

I was thinking about the size too, but I compared the size of the cells to the size of the circular shadow regions on the standard map, placing them right next to each other on the same computer screen, and I can understand that they will fit perfectly. Feel free to check it the same way, if you are equipped to do so, and when you’re finished, come back and tell me what you can understand from it, if anything.

In accordance with the Foundry’s guidelines, which state that the map should be no more than 350 pixels high so that players will not have to scroll down to play, I have limited it to 350. This map will avoid that scrolling annoyance.

2. Color Distinction –

This is an aspect of this map to which I have dedicated a great deal of valuable time, careful thought, and deep contemplation. There is a scaled-down guide to the left, in the exact shape of the playing board, in which the colors are extremely distinct, unique, and vibrantly contrasted to one another. This guide is one of the great features of this map not available on any others, and being an exact replica in shape, this will be an excellent guide to keep players well-informed of their options in regards to continents and bonuses.

The ten regions (combs) on the playing board, in and of themselves, are quite clear and easy to distinguish from one another. In addition to this, there is a unique and innovative continent guide just centimeters to the left of the playing board, and so even newcomers to the site will have no trouble at all playing this map in an efficient and well-organized manner – yes, even newcomers.

As if that were not enough, the shadow regions will cover the cells almost entirely, and when the cells of each comb are thus tinted a darker color, they will appear even yet more distinct from the cells of the other combs than they already do, which is saying a lot.

3. Impenetrable Borders –

I would like to point out that some maps on this site have impenetrable borders, and others do not. Actually, there is simply no such requirement. Also, I would like to point out that the Classic Map, which is the single most popularly played map on the site, does not include any impenetrable borders at all.

4. Legend Size –

The legend will not interfere with game play at its present size, nor would it interfere with game play if it were even larger. Also, the Foundry requires a legend to be part of the map.

Thank you very much,

Klobber
Last edited by KLOBBER on Sat May 26, 2007 6:35 am, edited 3 times in total.
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Postby KLOBBER on Sat May 26, 2007 6:31 am

gimil wrote:thats 5 against one


The stars outnumber the moon by countless millions, but the moon shines brighter than all of them combined.
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Postby cairnswk on Sat May 26, 2007 6:36 am

Klobber...i like the concept...particularly the bees etc and you've done well with the "honey" colours.

*But I'm sorry, I can't read the writing, it is too small.
*Also your cells are barely the suggested minimum of 22-24 pixels, and they have to fit a font letter/digit in them which at present is very small
*Some colours in the cells don't match the ones in the legend particurly the blue
* and yes they some of the colours are too similar
* isn't teal meant to be a shade of blue/green
* there is also some colour variation in some of the cells themselves from their surrounding "mates" or are they meant to be inconsistent?
* and i support the call from the forum to have the legend decreased in size, its too big for the information it contains.

Is it possible to upsize the cells, fonts etc to allow more "eye viewing space"

UPSIZE, UPSIZE....not the size of the map, but the actual playing area etc
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Postby KLOBBER on Sat May 26, 2007 6:46 am

Dear Posters,

Thank you for all your kind and intelligent suggestions.

I have vigilantly read all suggestions posted so far and taken them all under serious consideration. After carefully and thoughtfully delving deep into the wise words of the other posters, I have discovered that the same suggestions, numbering a mere 4 suggestions in total, keep coming up over and over again, with slightly different wording each time. This phenomenon continues even though I have already, in accordance with the Foundry’s guidelines, submitted appropriate rebuttals to each and every one of them.

I’m not as fond of repetition as the other posters here seem to be, but there is an old saying that goes, “When in Rome, do as the Romans,” and so I have decided to repeat my logical rebuttals as well. Please bear in mind that this type of repetition is somewhat of a departure for me, and although I personally find repetition to be annoying and possibly even a sign of compromised intelligence, still, I am compelled to do so by circumstances beyond my control.

](*,)

I’ve carefully collected them and placed them together, here in this post, for your convenient, and possibly repetitive, perusal. The four suggestions follow, with their respective logical rebuttals attached, below:


Beginning of Suggestions/Logical Rebuttals


1. Map Size –

I was thinking about the size too, but I compared the size of the cells to the size of the circular shadow regions on the standard map, placing them right next to each other on the same computer screen, and by the application of sufficient intelligence, I can understand that they will fit perfectly. Feel free to check it using the same method, if you are equipped to do so, and when you’re finished, come back and tell me what you can understand from it, if anything.

In accordance with the Foundry’s guidelines, which state that the map should be no more than 350 pixels high so that players will not have to scroll down to play, I have limited it to 350. This map will avoid that scrolling annoyance.

2. Color Distinction –

This is an aspect of this map to which I have dedicated a great deal of valuable time, careful thought, and deep contemplation. There is a scaled-down guide to the left, in the exact shape of the playing board, in which the colors are extremely distinct, unique, and vibrantly contrasted to one another. This guide is one of the great features of this map not available on any others, and being an exact replica in shape, this will be an excellent guide to keep players well-informed of their options in regards to continents and bonuses.

The ten regions (combs) on the playing board, in and of themselves, are quite clear and easy to distinguish from one another. In addition to this, there is a unique and innovative continent guide just centimeters to the left of the playing board, and so even newcomers to the site will have no trouble at all playing this map in an efficient and well-organized manner – yes, even newcomers.

As if that were not enough, the shadow regions will cover the cells almost entirely, and when the cells of each comb are thus tinted a darker color, they will appear even yet more distinct from the cells of the other combs than they already do, which is saying a lot.

3. Impenetrable Borders –

It was perhaps Gimil who repeated this suggestion the most colorfully when he ejaculated the following compellingly emotional, though inaccurate, appeal:

"the 1st thing the foundry asked you to do is add boundrys...." [sic]

I would like to point out that some maps on this site have impenetrable borders, and others do not. Actually, there is simply no such requirement. Also, I would like to point out that the Classic Map, which is the single most popularly played map on the site, does not include any impenetrable borders at all.

4. Legend Size –

Note: This is not a real suggestion; it is rather whimsical, but I have included it in this short list only for the sake of thoroughness of response.

The legend will not interfere with game play at its present size, nor would it interfere with game play if it were even larger. Also, the Foundry requires a legend to be part of the map.



End of Suggestions/Logical Rebuttals


If there are any new suggestions anyone would like to add to this short list, I would appreciate the opportunity to compose a new logical rebuttal. Otherwise, feel free to keep repeating the old ones. The senseless repetition annoyed me a little at the beginning, but I'm actually starting to get used to it now.

Thank you very much,

Klobber
Last edited by KLOBBER on Sat May 26, 2007 8:57 am, edited 5 times in total.
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Postby gimil on Sat May 26, 2007 7:03 am

KLOBBER wrote:End of Suggestions/Logical Rebuttals


If there are any new suggestions anyone would like to add to this short list, I would appreciate the opportunity to compose a new logical rebuttal. Otherwise, feel free to keep repeating the old ones. The senseless repetition annoyed me a little at the beginning, but I'm actually starting to get used to it now.

Thank you very much,

Klobber


there no point your not taking in the information people are giving you. before anyone else will make another suggestion untill you listen to what the foundry are saying jsut now. people here support your idea and are tring there best to help but your not taknig any of this in, therefor your map will not make it untill to learn to adapt
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Postby gimil on Sat May 26, 2007 7:04 am

This is possible the hardest person to help in teh history of the forum : \
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Postby cairnswk on Sat May 26, 2007 7:09 am

](*,)
Klobber...looks lilke you are going to be a stubborn one for the forum to break.

Basically it will go like this...no change...no quench...its as simple as that.

I'd luv to play your map, but its just way too small.

Please do try to adapt for your own sake! We all support each other in here in our crazy FORUM way.
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Postby mibi on Sat May 26, 2007 7:14 am

lol... if you refuse to make any changes beyond your first draft, then this map is going nowhere.

take a look at any of the threads with Forge in the title. this process takes months of revision.


p.s.
Your sniffling rebuttals are a joke. not only does this map completely suck in its current state, but your inability to see that just reinforces your incompetence as a map maker.

landgrab.net is your calling.
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