Moderator: Cartographers
ZeakCytho wrote:---35---
Age of Realms 2
---36---
Age of Realms 3
t-o-m wrote:ZeakCytho wrote:---35---
Age of Realms 2
---36---
Age of Realms 3
I would have said aor 3 before aor 2, because aor 3 is simply 1 terit bonuses, however aor 2 has 2 terit bonuses spread out, and 3 terit bonuses to also figure out and an extra bonus if you hold the two bonuses together.
chipv wrote:FYI,
This is a modified version of ZeakCytho's complexity ranking list:
.....
This is being used in the Games Filter Script together with the original tag list TaCktiX kindly provided in the first post.
Yeti has helped fill in the gaps so this list is a complete list as of today.
yeti_c wrote:t-o-m wrote:ZeakCytho wrote:---35---
Age of Realms 2
---36---
Age of Realms 3
I would have said aor 3 before aor 2, because aor 3 is simply 1 terit bonuses, however aor 2 has 2 terit bonuses spread out, and 3 terit bonuses to also figure out and an extra bonus if you hold the two bonuses together.
Gonna disagree with that AOR2's bonuses are the same throughout the map.
AOR3's are all different depending on location - thus you have to adapt to each area differently.
C.
cairnswk wrote:chipv wrote:FYI,
This is a modified version of ZeakCytho's complexity ranking list:
.....
This is being used in the Games Filter Script together with the original tag list TaCktiX kindly provided in the first post.
Yeti has helped fill in the gaps so this list is a complete list as of today.
Chipv....please explain something on this. I'd like to understand why my maps are in some of the positions they are.
chipv wrote:... the idea is to present a new starter with the maps in a reasonable order of complexity...this is surely a step forward.
cairnswk wrote:chipv wrote:... the idea is to present a new starter with the maps in a reasonable order of complexity...this is surely a step forward.
I agree this might be a step forward for a new starter, but having 42 categories is pure madness.
Try to cut it down at least 12 or less.
Why Italy & Egypt:Lower are in group 8 i'll never know.Nothing too complicated about them.
Cairns Coral Coast should be in your group 2
San Francisco could be in your group 6
King of the Mountains needs to be in a higher category.
Madness in possibly the same category.
Rail Europe is surely much harder to play than Egypt:VOTK which should be down in your group 12
There is nothing really complicated about Bamboo Jack, it should be in a lower your category
Treasures of Galapagos should be in a much lower category, it is no different in strategy than the Philippines since it is based on the same concept of airports/naval bases.
and i agree Das Schloss and Waterloo would be the hardest maps on the site.
I don't have time now, but will try to so a list for you this weekend, from my viewpoint.
ZeakCytho wrote:.....
There aren't 42 "categories"- the idea was to put the maps in order, with each getting 1 rank. However, a number of maps are "tied", and so there are 42 "ranks" in the end. The reason Italy and Lower Egypt are farther down is because of capital bonuses and autodeploys, something more complicated than anything found in the groups above them, though not very complicated. CCC has 1-way attacks, so it's lower. San Francisco has 1 way attacks and a territory you can't attack out of. KOTM has non-contiguous continents and one-way attacks. Egypt: VOTK and Rail Europe should probably be flipped. Galapagos is conquest gameplay, while the Philippines is not, thus the Philippines is much simpler.
Hope that clears some things up.
DiM wrote:i see you guys are back on deciding map complexity.
first of all i think the list is totally wrong.
the AoM map is placed 29th??? more complex than Feudal? and AoR1 is 30th?
WF?? feudal and AoR1 are almost identical.
and AoM is a normal map with very few gimmicks. there are just 1 way borders and 1 terit starting as neutral (the pirates). the continents are just plain continents like any other map.
it's like receiving a bonus on classic for holding Alaska Ukraine and South Africa.
for example CCC has 1 way borders but is in no way harder than classic because those borders are clearly explained in the legend and it would take a complete retard not to understand it.
but my main question is WHY?
it's impossible to judge a map by the number of gimmicks by the number of terits or by any arbitrary specification. the only fair way to judge the complexity of maps is to allow people to vote for maps.
add a ratings system like this:
1. visibility
2. understanding of connections
3. understanding of the legend
4. singles strategy
5. team strategy
6. supports various settings (term assassin, etc)
7. etc
then each player gets to rate the categories above ranging from very easy to very complex
furthermore various tags can be made (just like the ratings sistem): assassin map; best on fog; best on sunny; perfect for doubles; weird bonuses; difficult movement; etc.
the point is that if you make a map complexity list like any of the ones that have been tried you will fail miserably because no list accurately describes how a map plays, how difficult it is to get a bonus, expand or play team games on it. the only people that can actually decide these things are the ones playing the map and voting.
TaCktiX wrote:In my usual pattern of coming up with bigger and grander schemes than most people think necessary, I decided to throw out my old list and start from scratch on a new system entirely. I've come up with a rating scale of 0-5 based on 5 different criteria: Gameplay (actually 3 scales, subdividing simple, moderate, and complex from 0-5, I'm approximately measuring the "pick up and play"-ability of the map, higher = harder), Visuals (does the map's image sometime cause confusion on what goes where, and how badly), Gimmicks (is it a simple no-gimmick map, or does it have some non-Classic gameplay to it, and to what extent), Bonuses (how easy to acquire and keep, and how important "the drop" is to getting an easy bonus), and Flexibility (how many game settings is this map HORRIBLE to play on? Is it fairly niche? Fewer settings that are viable means a higher number).
I haven't finished all the data, and after a bit I gave up on personally assigning the Flexibility because of my lack of comprehensive settings experience on every single map. I'd like input on ANY and ALL of these statistics. Hopefully we can end up with a good metric for the overall complexity of a map, and give it a lovely "star rating" that we could petition Lack to add. We could also use this as one-half of a difficulty star rating with player ratings of the map being the other "half" of it.
TaCktiX wrote:TaCktiX wrote:In my usual pattern of coming up with bigger and grander schemes than most people think necessary, I decided to throw out my old list and start from scratch on a new system entirely. I've come up with a rating scale of 0-5 based on 5 different criteria: Gameplay (actually 3 scales, subdividing simple, moderate, and complex from 0-5, I'm approximately measuring the "pick up and play"-ability of the map, higher = harder), Visuals (does the map's image sometime cause confusion on what goes where, and how badly), Gimmicks (is it a simple no-gimmick map, or does it have some non-Classic gameplay to it, and to what extent), Bonuses (how easy to acquire and keep, and how important "the drop" is to getting an easy bonus), and Flexibility (how many game settings is this map HORRIBLE to play on? Is it fairly niche? Fewer settings that are viable means a higher number).
I haven't finished all the data, and after a bit I gave up on personally assigning the Flexibility because of my lack of comprehensive settings experience on every single map. I'd like input on ANY and ALL of these statistics. Hopefully we can end up with a good metric for the overall complexity of a map, and give it a lovely "star rating" that we could petition Lack to add. We could also use this as one-half of a difficulty star rating with player ratings of the map being the other "half" of it.
I refer back to this post up the page. It would address every major concern about complexity, and be able to do so formulaically. Then again, nobody ever responds to ANY of my calls for "hey, input please", so why should I expect things to change all of a sudden?
Incandenza wrote:I'm sorry, but having 42 different classes/ranks/whatever is completely insane. There's way too many hairs that can be split, as exemplified by cairns and DiM above both arguing about the placement of their respective maps.
What's wrong with how edbeard did this? Three categories: simple (no gimmicks at all, pure classic), moderate (one or a few gimmicks), and complex (difficult gameplay or many gimmicks). I'm sure I'm not doing it proper justice, but you get the idea. That way there's nice simple clumps, instead of these hyper-specific lists. There's no ranking map-by-map, no "should feudal be higher or lower than AoR 2" questions. Just a few maps on the margins between Medium and Complex, which means people are arguing about the placement of 3-5 maps, instead of the placement of every last bleeding one of them.
chipv wrote:DiM wrote:i see you guys are back on deciding map complexity.
first of all i think the list is totally wrong.
the AoM map is placed 29th??? more complex than Feudal? and AoR1 is 30th?
WF?? feudal and AoR1 are almost identical.
and AoM is a normal map with very few gimmicks. there are just 1 way borders and 1 terit starting as neutral (the pirates). the continents are just plain continents like any other map.
it's like receiving a bonus on classic for holding Alaska Ukraine and South Africa.
for example CCC has 1 way borders but is in no way harder than classic because those borders are clearly explained in the legend and it would take a complete retard not to understand it.
but my main question is WHY?
it's impossible to judge a map by the number of gimmicks by the number of terits or by any arbitrary specification. the only fair way to judge the complexity of maps is to allow people to vote for maps.
add a ratings system like this:
1. visibility
2. understanding of connections
3. understanding of the legend
4. singles strategy
5. team strategy
6. supports various settings (term assassin, etc)
7. etc
then each player gets to rate the categories above ranging from very easy to very complex
furthermore various tags can be made (just like the ratings sistem): assassin map; best on fog; best on sunny; perfect for doubles; weird bonuses; difficult movement; etc.
the point is that if you make a map complexity list like any of the ones that have been tried you will fail miserably because no list accurately describes how a map plays, how difficult it is to get a bonus, expand or play team games on it. the only people that can actually decide these things are the ones playing the map and voting.
A disappointing post. Not very constructive either, rather surprisingly. The goal is to present a rough order of complexity from the point of view of a novice not an expert. If a new member joins and wants to go through the maps in order of complexity what is our answer - no-one knows?? I have already said that to avoid petty quibbling, it is is fine to have maps rated equally complex, that should be enough to get a good enough list. Allowing people to vote for maps introduces clear bias, that's equally unsatisfactory - what does a beginner have to do to get hold of a structured series of maps to build their skill level up? You don't have to burrow down into excruciating detail to try and separate maps also. I invite once again, constructive appraisals which does not mean analysing two adjaecent maps in minute detail - any glaring discrepancies should be pointed out.
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