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Attack Freestyle 19

PostPosted: Fri Nov 21, 2008 7:39 pm
by schmoozeinc
my original idea to build a map came from the 8 man assasin games i been playin. ever since the speed games started i have been playin 8 man ass doodle games. im attracted to them for a couple reasons - quick games & big payoffs. the doodle map works but it is not perfect in my opinion. from the outset of speed games the doodle map has been the standard map for this style of game. lately it seems it has also been the map of choice for the 8 man standard freestyle also. i think that this is been true since the denise of the classic map. i also play a sh*tpile of doodle 1vs1 speed games not for the map but because it quick and simple. I have been trying to come up with a globe idea, like a 3 dimentional map. but how to represent a 3-d map in 2-d has kept me awake thinkin about it i think i have come up with a draft for the game play that might work and has playability in every format and game style i believe. a graphic artist is rendering me some ideas for the graphics that i will post as soon as i get them. this is the most recent i have come up with as a draft on mspaint but need some feedback and help and and a little guidence on how to proceed.

Map Info
19 territories
5 bonus areas
4 @ 1 army bonus
1 @ 2 army bonus
center territory alway drops neutral on game start
north and south territories can attack each other
east and west territories can attack each other

Uniqueness
there are never more than 2 territories between you and your opponent
every drop is fairly even between opponents
round map
reduced border crossing stalemates

has this been tried before? i saw the klobber hexagon map so the bee theme quickly vanished

the questions i have now are
cross game style playability?
player interest?
uniquness??

assuming these answers are yes how do i proceed? what is the next level of building a map? where do i find a map building mentor?



Image
Thanx cairnsk

i sent out pm s to to around to a bunch of players who ive played alot of games with to get their opinion. it seems there is around a 100 of us out there who are cronic players and a bunch more who play the doodle standard freestyle. thanx for any help and input you can give. thanx.david

Re: 8 man assain map

PostPosted: Fri Nov 21, 2008 7:44 pm
by The Neon Peon
One of the requirements for gameplay is that the map should be designed to work well on any map and settings, and not just for a specific one. That is something you will want to keep in mind.

Also, I think there is a reason the small maps lately have been coming out with 19 territories instead of the 18 of Doodle Earth. I am not sure whether this is an actual rule, but I have seen a draft or two that had 19 territories. That might also be an issue.

Re: 8 man assain map

PostPosted: Fri Nov 21, 2008 7:53 pm
by cairnswk
schmooz...you have to upload your image to somewhere like photobucket, or even your own website if you have one or a sever.
Then make the image link from photobucket like so in the post reply screen->

http://i155.photobucket.com/albums/s282 ... e_V04S.jpg

highlight link and click on the Img button at the top of your edit screen so that [img]....[/img] wraps around the link

That's it. submit it

Re: 8 man assain map (map added)

PostPosted: Fri Nov 21, 2008 10:17 pm
by schmoozeinc
i added 2 spots to make 19. my original thought was 17 territories with the center always starting as neutral. i think it has playability with other settings with 19 as it makes a hexagon and possibly the grey territories 13 and 14 could attack each other as well as 10 and 17. with this config there is never any more then 2 territories between you and your target. what do your think?

Image

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 1:40 am
by Poeticsoul1988
I like the idea. I'm not too good with map design and such. But sounds great good luck with it :)

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 1:47 am
by hatta76
hey dude i like it..however you might think about seperating the colors for each bonus so they are not grouped together...it would be harder to get the bonuses and therefore you can increase the bonus armies depending on how many to hold....would be good for assassins though, may be too easy to win??? as everything connects too much???

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 3:35 am
by robindreaux
Smooze,

I do not have the tech. exterpertise to help you on this, but you definitely have my backing, support, strategy wise on the map design.

This will become a map!

And soon usurp the doodle map...

Think of a great name for it...

I am sure you will come up with something perfect!


Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 8:54 am
by Assassin07
i think its good

Re: 8 man assain map

PostPosted: Sat Nov 22, 2008 9:30 am
by Humrlmo
The Neon Peon wrote:One of the requirements for gameplay is that the map should be designed to work well on any map and settings, and not just for a specific one. That is something you will want to keep in mind.

hatta76 wrote:however you might think about seperating the colors for each bonus so they are not grouped together...it would be harder to get the bonuses and therefore you can increase the bonus armies depending on how many to hold....would be good for assassins though, may be too easy to win??? as everything connects too much???


Are the arrows connections? Looks like it might work except for "general game" play. The layout on it would make the 1st team to go the winners in a trips or quads game barring horrible rolls! #-o
If it was just for assassin games - I'd try it. I also agree w/ hatta76 that the colors/bonus may be too grouped. Especially if the arrows are connectors then it's just gray attacking itself those routes along with getting it from every direction. Not the bonus I personally would try for...but then again it doesn't appear one would hold a bonus on it.

Kind of reminds me of a video game I played growing up called Q-Bert :lol: :lol:

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 9:42 am
by eddie666
the idea is good am i rigth in assuming that center red is a neutral?

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 9:58 am
by schmoozeinc
a couple things have come up so far first being the conections north/south and east/west. i put those in to try to make every drop essensally even for all players. for example the last 3 games i ve played i was dropped in austrailia. and was pretty much doomed from the begining. this would reduce that. but it was also said that it may be too easy to win too and put a greater emphisis on speed ability. i dont use clicky maps but i know plenty do and fractions of secs definitly play a factor in ass and freestyle games. second item is the bonuses. my thought was that the center #1 would always drop neutral and would hold the greatest bonus of 2 if you hold it as it has 6 borders to defend. now thinking about it is it worth trying to hold any of the other sets for a payoff of only +1? also im rethinking the bee theme after i read the klobber thread. the hexagons and bee thing were just too similar. thanx for the help so far players

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 10:13 am
by morfam1
I think it is an interesting idea but as is it is ugly. If you want it to be for assassin play in particular perhaps giving it graphics of a james bondish look would be attractive.
let me know how it all goes

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 10:18 am
by Koki
=D> can be very playfull, maybe less for 1v1 players...
why don't you try to make something recognizable from it, for example some fruit?
f.e, strawberry, grapes... we can make whole serie of interesting games thatway

Re: 8 man assain map (map added)

PostPosted: Sat Nov 22, 2008 5:07 pm
by ChiefBigConoe
i like the idea...but you gotta make the map attractive.

Re: 8 man assain map (map added)

PostPosted: Mon Nov 24, 2008 5:48 am
by luapie
ChiefBigConoe wrote:i like the idea...but you gotta make the map attractive.


I like the idea too but i have to agree with chief.
Make it a little bit more attractive and i will back you up.

Re: 8 man assain map (map added)

PostPosted: Thu Dec 04, 2008 10:12 am
by schmoozeinc
i would like to proceed. how do i go forward? thanx

Re: 8 man assain map (map added)

PostPosted: Thu Dec 04, 2008 11:37 am
by Jeff Hardy
hatta76 wrote:hey dude i like it..however you might think about seperating the colors for each bonus so they are not grouped together...it would be harder to get the bonuses and therefore you can increase the bonus armies depending on how many to hold....would be good for assassins though, may be too easy to win??? as everything connects too much???

an easy win for who?
everyone has an equal chance so no easy win for anyone

oh and, i like the map :D

Re: Attack Freestyle 19

PostPosted: Tue Dec 09, 2008 12:09 am
by schmoozeinc
do i need a stamp of approval to move from the map ides to drafts? thanx