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Map Organization Project [Ver 3 - Pg 13]

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What is your favorite category?

 
Total votes : 0

Postby Coleman on Thu Dec 13, 2007 6:53 am

WidowMakers wrote:
yeti_c wrote:
Coleman wrote:How about this:
18-32 Tiny : 5 Maps
36-40 Small : 9 Maps
41-42 Normal : 16 Maps
43-49 Large : 18 Maps
53-72 Huge : 11 Maps
86+ Gigantic : 5 Maps


I think we should aim for 4 groups...
18-40 = Small = 14
41-42 = Normal = 16
43-49 = Large = 18
49+ = Huge = 16

C.


Here is my suggestion:
18-35 = Small (18 territory count range)
36-52 = Normal (17 territory count range)
53-70 = Large (18 territory count range)
71+ = Huge


I think we need to meet in the middle somewhere. As the last suggestion would end up like this:

Small: 4 Maps
Normal: 43 Maps
Large: 10 Maps
Huge: 6 Maps

If we end up with super groups like 40+ maps when the rest are 10 and below I don't see the point in doing it.

New Suggestion:

18-36 Small: 10
37-47 Normal: 31
48-66 Large: 16
67+ Huge: 7

This cuts normal back to being about equal to all the others put together, which still isn't balanced, but it's about as much as we can stretch it while maintaining reality of small being small and large being large.
Last edited by Coleman on Thu Dec 13, 2007 7:01 am, edited 2 times in total.
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Re: Map Organization Project

Postby Coleman on Thu Dec 13, 2007 6:57 am

MrBenn wrote:The formula approach may need to take account the structure of the map - ie, maps where you can hold large sections with a few territories, etc. This would be quite time consuming... :? But, most of this work gets done when the bonuses are calculated... so maybe you could incorporate some sort of 'typical' bonus for each map, and use this to determine the impact that the territory count has on ease? (ie high bonus + low terrs = easier; low bonus + high terrs = harder)

My other idea is completely different, and involves adding a 'Rate this map' option, and aggregating feedback... but I'm not sure how feasable this is!


Something to think about on the formula readjusting.

As for the Rate this Map. I thought of that once too, but never suggested it. It would be nice to have, then we could sort by rating as well.

Where we would put rate this map is beyond me though. I think a good idea might be at the end of the game, when everyone pops up with leave feedback links we could pop up a rate the map link.

That way people wouldn't be able to rate maps without having played on them at least once and it doesn't increase the amount of overhead we have on any of the screens.
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Re: Map Organization Project

Postby WidowMakers on Thu Dec 13, 2007 7:12 am

Coleman wrote:
MrBenn wrote:The formula approach may need to take account the structure of the map - ie, maps where you can hold large sections with a few territories, etc. This would be quite time consuming... :? But, most of this work gets done when the bonuses are calculated... so maybe you could incorporate some sort of 'typical' bonus for each map, and use this to determine the impact that the territory count has on ease? (ie high bonus + low terrs = easier; low bonus + high terrs = harder)

My other idea is completely different, and involves adding a 'Rate this map' option, and aggregating feedback... but I'm not sure how feasable this is!


Something to think about on the formula readjusting.

As for the Rate this Map. I thought of that once too, but never suggested it. It would be nice to have, then we could sort by rating as well.

Where we would put rate this map is beyond me though. I think a good idea might be at the end of the game, when everyone pops up with leave feedback links we could pop up a rate the map link.

That way people wouldn't be able to rate maps without having played on them at least once and it doesn't increase the amount of overhead we have on any of the screens.

I did suggest that each map have an info link under the picture on the select screen. Again the info would be how to play, interesting features, individual map statistics, etc. Much of the stuff you have listed above. Next to that link there could be 5 CC stars. A perfect map has 5 red cc star. A horrible map has 5 gray cc stars.

And yes I agree that after a game is done you can rate the map. But only once. Just like feedback.

    -So now on the map select screen there is every map.
    -Under each picture there is an info link
    -And anywhere from 0-5 CC stars displaying the communities view on how good the map is.

Plus what if the maps could be sorted by several different criteria?
    Map size
    Map type (Fiction, geography, historical Abstract, ect)
    Rating
    Complexity
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Postby WidowMakers on Thu Dec 13, 2007 7:13 am

Coleman wrote:New Suggestion:

18-36 Small: 10
37-47 Normal: 31
48-66 Large: 16
67+ Huge: 7

This cuts normal back to being about equal to all the others put together, which still isn't balanced, but it's about as much as we can stretch it while maintaining reality of small being small and large being large.
I like it.
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Re: Map Organization Project

Postby Coleman on Thu Dec 13, 2007 7:18 am

WidowMakers wrote:
    -So now on the map select screen there is every map.
    -Under each picture there is an info link
    -And anywhere from 0-5 CC stars displaying the communities view on how good the map is.

Plus what if the maps could be sorted by several different criteria?
    Map size
    Map type (Fiction, geography, historical Abstract, ect)
    Rating
    Complexity


We seem to be on the same page now. This is what I was hoping to be getting to.

If we can agree on a good way to split the maps up in each of these categories and then send it to lack we save him a lot of work if he's interested in the idea.

I think we have size pretty close to solved.
Map Type on down is still up in the air.

...

As for the links, I think everyone views that as a good idea. I'm just not sure who will be writing all of them and what process we should go through for putting those together.
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Re: Map Organization Project

Postby WidowMakers on Thu Dec 13, 2007 7:24 am

Coleman wrote:As for the links, I think everyone views that as a good idea. I'm just not sure who will be writing all of them and what process we should go through for putting those together.
For new maps, the cartographer is required to do this before quenching. For old maps where the cartographer is still here (nicely ask). For old maps the cartographer is email and requested to do it. If not then the foundry at large fills out the info.

As far as structure this will be discussed and determined properly and then added to the map making requirements or process.

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Postby Coleman on Thu Dec 13, 2007 7:28 am

Not a bad idea, but some people are better writers than others. I think we'd need to put together some sort of panel or something these information posts need to get past who can edit it or reject it with comments.
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Postby rebelman on Thu Dec 13, 2007 7:40 am

I know its somewhat controversial but the way I believe maps should be divided up is on the level of difficulty like most computer games etc. you get the chance to master the easier option first before you progress, there may be some disputes initally regarding classification- but that should be resolved quickish perhaps by using a panel like you previously suggested:

Very Easy: eg. Doodle Earth

Easy:

Medium:

Difficult:

Insane:

Obviously the wording of the above categories can be changed. But the above is definitly the best road to go in terms of attracting and holding on to existing members.
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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Postby Coleman on Thu Dec 13, 2007 8:01 am

I actually stand by my complexity formula for easy to difficult.

My current suggestion:

Complexity/Difficulty
  • 0.00-1.99 Simple/Easy: 10 Maps
  • 2.00-3.49 Normal/Medium: 32 Maps
  • 3.50-5.49 Complex/Hard: 13 Maps
  • 5.50+ Insane: 10 Maps


Actually, I'm going to want to change that. I wouldn't view Siege as insane, and there are some players that would view Rail USA as insane but it currently ranks in at 4.17... :-k
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Postby rebelman on Thu Dec 13, 2007 8:24 am

Coleman wrote:I actually stand by my complexity formula for easy to difficult.

My current suggestion:

Complexity/Difficulty
  • 0.00-1.99 Simple/Easy: 10 Maps
  • 2.00-3.49 Normal/Medium: 32 Maps
  • 3.50-5.49 Complex/Hard: 13 Maps
  • 5.50+ Insane: 10 Maps

Actually, I'm going to want to change that. I wouldn't view Siege as insane, and there are some players that would view Rail USA as insane but it currently ranks in at 4.17... :-k


i have suggested some changes (exceptions) to your formula below in bold other than that your classifications seem sound IMHO. (there are some maps im not very familiar with so these may need to be classified differently)

    Map Terr Cont Gimm Complexity
    Doodle Earth 18 4 0 1.10
    Indochina 31 5 0 1.57
    Circus Maximus 30 0 1 1.71 Hard
    Ireland 32 6 0 1.76
    Portugal 36 6 0 1.86
    WWII Iwo Jima 36 6 0 1.86
    Australia 36 6 0 1.86
    Ancient Greece 40 6 0 1.95
    Mongol Empire 40 6 0 1.95
    Canada 41 6 0 1.98
    Classic 42 6 0 2 Easy
    Germany 42 6 0 2.00 Easy
    Hong Kong 42 6 0 2.00 Easy
    Middle East 42 6 0 2.00 Easy
    USA 42 6 0 2.00 Easy

    Africa 45 6 0 2.07
    Brazil 45 6 0 2.07
    Puget Sound 42 7 0 2.17
    France 44 7 0 2.21
    Caribbean Islands 42 8 0 2.33
    South America 43 8 0 2.36
    Arctic 48 8 0 2.48
    Crossword 48 8 0 2.48 Hard
    Italy 36 5 1 2.69
    U.S. Senate 65 7 0 2.71 Hard
    North America 60 8 0 2.76
    Asia 42 6 1 3.00
    British Isles 42 6 1 3.00
    Discworld 43 6 1 3.02
    WWII Eastern Front 44 6 1 3.05
    USApocalypse 45 6 1 3.07
    Alexander’s Empire 42 7 1 3.17
    Space 42 7 1 3.17
    CCU 43 7 1 3.19
    Battle For Australia 66 10 0 3.24
    Extreme Global Warming 46 7 1 3.26
    Middle Earth 46 7 1 3.26
    Europe 48 7 1 3.31
    Philippines 48 7 1 3.31
    Tamriel 48 7 1 3.31
    BeNeLux 41 8 1 3.31
    Montreal 49 8 1 3.50
    Duck and Cover 24 6 2 3.57
    Great Lakes 48 9 1 3.64
    Cairns Coral Coast 60 10 1 4.10
    Rail USA 42 13 1 4.17 Insane
    Chinese Checkers 60 6 2 4.43
    Madness 36 10 2 4.52
    Valley Of The Kings 53 10 2 4.93
    San Francisco 42 6 3 5.00
    Bamboo Jack 86 13 1 5.21 Insane
    King Of The Mountains 45 7 3 5.24
    8 Thoughts 42 8 3 5.33
    Age of Merchants 58 N/A 2 5.38 Insane
    Siege! 56 13 2 5.50
    Battle Of Actium 96 13 2 6.45
    Solar System 67 12 3 6.60
    WWII Western Front 39 6 5 6.93
    Berlin 1961 40 N/A 4 6.95
    D-Day: Omaha Beach! 72 16 3 7.38
    Age of Realms: Might 93 N/A 4 8.21
    Pearl Harbor 60 11 5 8.26
    World 2.1 112 22 2 8.33 Hard
    Conquer Man 151 N/A 4 9.60
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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Postby mibi on Thu Dec 13, 2007 9:24 am

coleman you are legend, as a CA.
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Postby mibi on Thu Dec 13, 2007 9:31 am

Coleman wrote:I actually stand by my complexity formula for easy to difficult.



any formula will have to be good enough as it wont ensnare all 'exceptions to the rule'.

Skyscraper would have a complexity of around 40, but its probably wont be any more complex than bamboo jack.

Also what would your formula say about supermax and iraq? just curious.
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Postby oaktown on Thu Dec 13, 2007 9:36 am

Coleman wrote:
yeti_c wrote:PS - no way World 2.0 or Conquer Man is more complex than Pearl Harbour...

C.
I think you're right. It might be better to just remove territory count from complexity or weaken it's impact on it.

That was my one complaint when reading this... it's simpler to play a 60 territory map with straightforward bonuses than to play a 36 territory map with crazy shit going on.

When this came up last month I was in favor of multiple pages on which maps are sorted by different criteria, but now i'm not so sure. If there is going to be a written description of each map, can't the description cover the issues of map type and complexity? A formula like Coleman's would be fine to give each map a complexity score, but I'm not sure we need to sort them in this way. Seems like you could sort by number of territories - which will never be in dispute - then the description can cover the rest.
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Postby Coleman on Thu Dec 13, 2007 10:42 am

mibi wrote:what would your formula say about supermax and iraq? just curious.

This probably won't be as exciting as you'd hoped:

Battle For IRAQ!
Territories: 77
Continents: 10
Gimmicks: Buildings, Capitals, Collections, Double Dipping

SUPERMAX: Prison Riot!
Territories: 145
Continents: N/A
Gimmicks: Collections, Strategic Resources

Code: Select all
SUPERMAX: Prison Riot!   145   N/A   2   7.45
Battle For IRAQ!         77    10    4   7.50
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Postby bryguy on Thu Dec 13, 2007 10:44 am

what about if spain gets put in? so far its in spanish
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Postby mibi on Thu Dec 13, 2007 10:53 am

Coleman wrote:
mibi wrote:what would your formula say about supermax and iraq? just curious.

This probably won't be as exciting as you'd hoped:

Battle For IRAQ!
Territories: 77
Continents: 10
Gimmicks: Buildings, Capitals, Collections, Double Dipping

SUPERMAX: Prison Riot!
Territories: 145
Continents: N/A
Gimmicks: Collections, Strategic Resources

Code: Select all
SUPERMAX: Prison Riot!   145   N/A   2   7.45
Battle For IRAQ!         77    10    4   7.50


ah.. so what your saying is I need to put more gimmicks in before it goes to the forge..

supermax also has dead territory (doors) and one ways (guard towers) and negative bonuses.
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Postby Aerial Attack on Thu Dec 13, 2007 11:39 am

Coleman wrote:Where We Are Now
Over the past few days I've put together a complete list of our maps with the following information:

Name
Territories:
<number>
Continents:
<number>
Gimmicks:
<list>

I'm going to post this list in plain text in the next post, but if you want the 46 mb word file pm me your email and I'll send it.

I came up with a list of gimmicks we have in play right now:

Adjusted Territory Bonus - Instead of your standard +1 for every 3 after 9 territories the territory bonus amounts have been adjusted to give out differently. Isn't this effectively a Collection?

Gimmick Rating: 1.00

Autodeploy - Armies are automatically placed or taken away from specific territories on the map. If taken away the total army count on the territory cannot go below one.

Gimmick Rating: 0.5

Buildings - Multiple territories in one area of the map are represented by a single territory in another part of it.

Gimmick Rating: 2.0

Bombardments - Some territories bombard instead of attacking. After the attacker wins in a bombardment the defending territory is replaced with a neutral army and the attacker cannot advance.

Gimmick Rating: 1.25

Capitals - A specific form of double dipping that appears as a single or a group of single strategic territories.

Gimmick Rating: 0.25

Collections - Unlike continents these only require a specific amount of the designated territories to gain a bonus. This should include maps that have 0 continents - like Circus Maximus

Gimmick Rating: 1.0

Conquest Gameplay - Players only start with a small number of territories and must conquer most of the map away from neutrals before reaching other players.

Gimmick Rating: 0.5

Dead Space - There are territories that don’t provide any sort of continent bonus.

Gimmick Rating: 0.25

Double Dipping - Territories show up in multiple continents.

Gimmick Rating: 1.50

One Way Borders - Borders where attacks can only occur in a single direction.

Gimmick Rating: 0.5

Out of Play - Through bombardments and one way borders a portion of the map can be taken out of play for the remainder of the match.

Gimmick Rating: 1.25

Strategic Resources - Instead of continents specific territories or combinations of territories provide bonuses. The different resource types are used in conjunction with Continents for that part of the equation

Gimmick Rating: 1.50

Trapped Territory - Due to one way borders there is no way to attack out of the territory.

Gimmick Rating: 0.75

Victory Condition - Players can win by holding a set of specified territories instead of eliminating the other players.

Gimmick Rating: 2.0

* Feedback Point 1 *
Is this a complete enough list of gimmicks. Did I miss something?


Here are some gimmicks that you missed:

Naming Confusion/Easy to Mis-deploy - this happens all the time on Crossword and Rail USA. I bet that Conquer Man will be affected by this to a lesser degree.

Gimmick Rating: 3.00 or 1.00 (for Conquer Man)

Army Decay/Negative Bonus - This applies to things that cause you to deploy fewer armies OR to lose armies on your territories.

Gimmick Rating: 1.50

Ranged Attacks - Teleport/attack from a distance. The usage of ports as per Age of ... isn't really a teleport it's just a territory with a lot of borders - but I'll include them here.

Gimmick Rating: 0.75

Gimmick Count - sometimes just having too many gimmicks makes it tough, even if they're all simple gimmicks

Gimmick Rating: 1-2 Gimmicks, 0.25; 3-4 Gimmicks, 0.50; 5 Gimmicks, 1.00; 6+ Gimmicks 1.75

Gimmick Difficulty is the sum of the gimmick ratings. This is the hard part, as it requires attempting to rate which gimmicks add more complexity.

I've gone above and given each gimmick a rating.


As for Complexity - I think you should definitely lessen the impact of territories, but not by making the number small - instead you need to make the number larger.

Complexity = Max((Territories/9), 10) + Max((Continents/3 + Avg Continent Bonus), 10) + Max(Gimmick Rating, 10)

So, your maximum complexity would be 30. Here are some sample complexity calculations:

Doodle = 18/9 + 4/3 + 3 + 0 gimmicks = 2 + 1.33 + 3 = 6.33

Classic = 42/9 + 6/3 + 4 + 0 gimmicks = 4.67 + 2 + 4 = 9.67

Age of Merchants = 58/9 + 3 (local resource pair, foreign resource pair, ports as continent types) + 4.67 (avg from resource pairs) + (collections 1.0 + strategic resources 1.50 + Ranged Attacks 0.75 + double dipping 1.50 + capitals [pirate cove] 0.25 + dead space 0.25 + Gimmick Count 1.75) = 6.44 + 3 + 4.67 + 7.00 = 21.11

Pearl Harbor = 72/9 + 14/3 (11 continents + 2 partial types + terr bonus) + 65/14 + (bombards 1.25 + double dipping 1.50 + capitals [aa stations] 0.25 + One Way Borders 0.5 + Gimmick Count 0.50) = 8.0 + 4.67 + 4.62 + 4.00 = 21.29


Anything with a Complexity Rating of:

00-8.99 = Simple
09.00 - 15.99 = Normal
16.00 - 20.99 = Tough
21.00 - 30.00 = Insane
Last edited by Aerial Attack on Thu Dec 13, 2007 11:54 am, edited 4 times in total.
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Postby rebelman on Thu Dec 13, 2007 11:47 am

i like aa's weighted average formula - although i still expect there to be exceptions
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
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Postby DiM on Thu Dec 13, 2007 12:23 pm

i know i'm retired from the foundry activities but this subject is very interesting and i can't help posting.

first of all i completely disagree with map grouping by complexity. there are so many negative aspects that i'll deal with them at the end of this post.

now onto the main issue, categorizing maps.

complexity, theme or terit count fail as a way to categorize them simply because they either aren't objective or they don't offer enough info to make for an accurate sorting.

what i would like is a feedback system doubled with a rating system for all maps and that would be the perfect way. the best maps will always be on top and thus new people are guaranteed a pleasurable experience. rating and feedback can only be given once when a game on that map has been finished but it can be edited at a later date if another game has been finished.
this is actually the best way because people can read the feedbacks and get valuable info and they see the rating.

this might actually be the hardest to implement but again it would be best, heck even lux delux has map ratings.

and now onto the complexity of maps. this can never be transformed into an accurate formula because by nature complexity is subjective. i consider all maps simple because i read the legends i study the xml and follow the foundry and thus i understand all of them perfectly. but a person that starts a map and doesn't even read the legend or look at the map won't even understand the one way attack in british isles and say it's a complex map.
so complexity is subjective. now let's get onto the formula.
it's first major flaw is the terit count. basically if i make a wheel of fortune map that has 1000 terits it will be the most complex map ever even if it ends in round 1 and it is simple as hell :wink:

second flaw. continents. some maps indeed don't have continents like circus maximus but as far as AoM and AoR i can guarantee they have continents. in fact Age of Merchants has 180 continents and Age of Realms: Might has 199 thus bringing the results of your formula to:
Code: Select all
Map                     Terr  Cont  Gimm  Complexity
Age of Merchants        58    180   2     33.38
Age of Realms: Might    93    199   2     37.38


let's be serious for a moment are those 2 maps really 30+ times more complex than doodle earth?
clearly NO. a map can be very complex even if it has 18 terits and no gimmicks and no bonuses and no nothing. it all depends on the strategies a map let's you use and how the gameplay goes.

i don't know if you guys saw my riddler map idea (check the sig) but i think we could safely say that would be the most complex map ever, but if you put it through the formula i bet it will probably get an average score. would that be a correct representation? no.

another problem with sorting maps by complexity is the natural desire of all map makers to attain the highest score in complexity and my bet is we'll have a boom in gimmicky maps which as we already know is a common source of people's complaints that classic maps are no longer made. do we really want to go that way? to have gimmicky maps just for the sake of it?

if you look at the maps i made they have only the basic gimmicks like 1 way attacks and starting neutrals for Age of Merchants (both missed in coleman's analysis) and starting neutrals plus objective for Age of Realms: Might.
strategic resources, conquest gameplay, those aren't gimmicks they don't exist in the xml. they are just continents (different ones but still just continents) and starting neutrals.

so you see, to obtain something complex or simple you don't need gimmicks. for example san francisco has 3 xml gimmicks compared to just 2 for AoM and yet if you ask anybody on the site san francisco would be considered an easier more classic style map.

anyway i'm just babbling too much here, the point is nobody will be able to measure complexity accurately because complexity depends on so much subjective factors. 1 of them being even the graphic representation.
for example crosswords is a very simple map. and yet people consider it complex because of the graphic layout, they can't get around the down and across terits and thus the gameplay is slowed down. get the xml from crosswords and make a geography map with those exact borders and people will suddenly think it's the easiest map ever.

edit// i somehow forgot to add this:

another problem with sorting by complexity is that naturally easier maps will get more games. since it's a ranking game when you see eay you immediately assume points are gained easier from easy maps and thus all new players will probably start doodle earth games.
i mean who would want their first game to be on an map rated insanely difficult?
Last edited by DiM on Thu Dec 13, 2007 12:48 pm, edited 1 time in total.
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Postby DiM on Thu Dec 13, 2007 12:29 pm

Aerial Attack wrote:Age of Merchants = 58/9 + 3 (local resource pair, foreign resource pair, ports as continent types) + 61.67 (avg from resource pairs) + (collections 1.0 + strategic resources 1.50 + Ranged Attacks 0.75 + double dipping 1.50 + capitals [pirate cove] 0.25 + dead space 0.25 + Gimmick Count 1.75) = 6.44 + 3 + 61.67 + 7.00 = 78.11


AoM has 180 continents :wink: so i adjusted the formula above. :lol:

come on 78.11 :shock: :lol: at least now it's just 12 times more complex than doodle compared to the 30+ times i got with coleman's formula.
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Postby Aerial Attack on Thu Dec 13, 2007 1:04 pm

The complexity function stated that there was a max of 10 from each of the 3 components (adjusted terrs, adjusted continents + avg continent bonus, and gimmicks).
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Postby DiM on Thu Dec 13, 2007 1:17 pm

Aerial Attack wrote:The complexity function stated that there was a max of 10 from each of the 3 components (adjusted terrs, adjusted continents + avg continent bonus, and gimmicks).


ah ok then with the 10 as max attainable it means AoM would get 30.00 score in the complexity chart.

which would make it as complex as possible. and that's not true. :wink:

the complexity difference between AoM and doodle is not that big and also with the 10 max rule that would also lead to another problem.

So AoM would be rated 30 instead of 78. let's say somebody makes another map that would get 1000 score (if it weren't for the 10 max rule) they would both be listed as 30 when in fact one would be far more complex according to the formula.
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Postby Keredrex on Thu Dec 13, 2007 2:56 pm

Why not just have maps listed by alphabetical order With Links:

A- For all the maps that start with A
B-
C- Etc. and a Link : See All Maps
or
Geographic Maps (Countries And Regions As they Are Today)
War / Historic (Past-Present-Future) Maps
Concept (Games/Abstract/Fantasy) Maps
Classic map should bridge all Catagories since it is the original
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Postby Aerial Attack on Thu Dec 13, 2007 3:08 pm

DiM wrote:
Aerial Attack wrote:The complexity function stated that there was a max of 10 from each of the 3 components (adjusted terrs, adjusted continents + avg continent bonus, and gimmicks).


ah ok then with the 10 as max attainable it means AoM would get 30.00 score in the complexity chart.

which would make it as complex as possible. and that's not true. :wink:

the complexity difference between AoM and doodle is not that big and also with the 10 max rule that would also lead to another problem.

So AoM would be rated 30 instead of 78. let's say somebody makes another map that would get 1000 score (if it weren't for the 10 max rule) they would both be listed as 30 when in fact one would be far more complex according to the formula.


No - it would NOT rate a 30. I've already posted what it would be in terms of terrs (58/9) which is 6.44 and gimmicks (7.00). So even with a 10 for continents it would be 23.44 (not 30). Although, there aren't many maps with MORE gimmicks - but (except for the shared resources which is already accounted for in the continent section) the gimmicks are straight forward.

Here is the calculation for World 2.1 (notice it is NOT Insane - just at the high end of Tough).

= 112/9 + (22/3 + 73/22) + (dead continents .25 + 1 gimmick .25)

= 12.44 --> 10 + (7.33 + 3.27) --> + .50

= 10 + 10 + .50

= 20.50


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Postby dominationnation on Thu Dec 13, 2007 3:20 pm

I havnt read the whole thread so I dont know if this was mentioned but i think that 2 things need to be done to the foumula.

1. The gimicks each should have their own value. Bombardments are much more complicated then one way borders. etc.

2. There should be something so that if you have multiple of the same gimic its considered more complicated. For example: Circus Maximus is more complicated than CCC yet they are both given +1 for 1 way borders.
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