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Offline Kuroaitou

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101044#msg101044
« Reply #36 on: June 25, 2010, 09:12:04 pm »
For the map, why not something like this:

There can be three maps, of four elements each. Each of the four-element group forms square, so there are three squares. The three squares are then interlocked together to form a cube. This is inspired by something Kael Hate posted a long time ago: each of the three squares can rotate freely, therefore all elements can reach all other elements.

The three squares can be the following:

Cardinal: :time :aether :gravity :entropy - This square will resemble outer space.
Material: :fire :water :earth :air - This square will resemble the material world.
Spiritual: :light :darkness :life :death - This square will resemble heaven, hell, etc.

------
Anyone else give this a thought?
I love the concept, minus the 'square' map - the maps should be circular or somewhat even, because I can imagine bases in each of the corners (which to mean, doesn't sound fun, because you're basically trapped if four adjacent elements at every other corner of the cube intercept you). It makes sense, definitely.

However, if the map isn't going to be an 'MMORPG'-based concept with shifting spaces and variable advantages/disadvantages to each element, then this would tie in well, assuming that there were 'points' of traveling from one world (spiritual -> cardinal, etc.).




...I'm starting to think that spaces should be defined by TRIANGLES, rather than squares/hexagons, because that way, only 3 people can move into a space at a time. Not to mention, 6 triangles still form a perfect hexagon, which means that major bases could require multiple spaces (6 to be exact) to be toppled over before the elemental base was defeated. Simultaneously, this would also solve the 'battling' issues in the other thread, where if it was hexagons, you'd have 6 people possibly fighting on one space (which would be hell to organize), compared to 3 people (triangle = 3 sides). :)

kalkiran

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101054#msg101054
« Reply #37 on: June 25, 2010, 09:35:05 pm »
thats awesome-makes sense!

Offline Dragoon1140

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101067#msg101067
« Reply #38 on: June 25, 2010, 09:52:36 pm »
After thinking about this, I am starting to like the idea Kur had about triangles.  3 players maximum at a time battling per triangle would work wonders in organization and would eliminate the need for mini-tournaments.
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Offline Kuroaitou

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101137#msg101137
« Reply #39 on: June 25, 2010, 11:03:40 pm »
After thinking about this, I am starting to like the idea Kur had about triangles.  3 players maximum at a time battling per triangle would work wonders in organization and would eliminate the need for mini-tournaments.
:D Thanks Dragoon! - to extrapolate that...

For demonstration purposes only:


With the above 'triangular' map, take a look at the 3 most purple-ish triangles. Assuming that you could only see the triangles around you, all of those triangles would have 'black spots' that they see (with or without bonuses, players, etc.). Elemental bases could be compromised of 4 triangles, thus making a 'triforce' shape, thus having 6 entry spaces to enter/leave the base and attack/defend/gain boost ups/do whatever for your special element. ;)



Key: Red Tri-force/triangle (composed of 4 triangles) - Elemental Base
Black triangle w/ yellow dot: Super special Elemental 'core' area/starting position for players
Black triangle w/ white dot: Entry/exit points into the base

Conquering all four triangles of a Element base 'destroys' it, or something. ^_^

Offline Bloodshadow

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101261#msg101261
« Reply #40 on: June 26, 2010, 02:30:07 am »
I like Kuroaitou's suggestion about triangles. Too bad there isn't a two-sided polygon ;)

As for my suggestion about the interlocking squares, they don't really have to be squares. They can be any shape you want, as long as the four elements in a map are evenly spread.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Offline Glitch

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101621#msg101621
« Reply #41 on: June 26, 2010, 07:05:20 pm »
Hmm, as far as putting elements together, since we're making duos that do well together be closer together, I asked all the masters to make polls about the best duos.  Six options because of the possibility of a hex based map.  Then, once we have these duos, we can work from there.

There might be discrepancies about which duos work well together, but we'll cross that bridge when we come to it.

Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101663#msg101663
« Reply #42 on: June 26, 2010, 08:24:10 pm »
I added some more details in the first post. In short, the map will have:

- non-symmetrical layout
- hexagons

Offline Dragoon1140

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101692#msg101692
« Reply #43 on: June 26, 2010, 09:10:15 pm »
Awe.  Well if the WoE organizers don't mind hosting a whole lot of mini tournaments every three days, then I guess I am all for Hexagons.   ;)
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Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101709#msg101709
« Reply #44 on: June 26, 2010, 09:38:53 pm »
Awe.  Well if the WoE organizers don't mind hosting a whole lot of mini tournaments every three days, then I guess I am all for Hexagons.   ;)
There won't be any mini-tournaments.

One duel per person per round. There is no way around this because 3 days is such a short time, and forcing people to fight multiple times will only result in fights not happening.

How we determine who fights who is still open for discussion.

Kael Hate

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101711#msg101711
« Reply #45 on: June 26, 2010, 09:41:26 pm »
2. Map will have hexagons. Hexagons are the most logical choice because they allow movement to 6 different directions. There is a reason why 99% of war board games use hexagons.
Actually they use hexagons because there is no intermediary space and diagonal accelerated travel doesn't exit.

Hexagons RULE!

Offline Dragoon1140

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101712#msg101712
« Reply #46 on: June 26, 2010, 09:43:10 pm »


There won't be any mini-tournaments.

One duel per person per round. There is no way around this because 3 days is such a short time, and forcing people to fight multiple times will only result in fights not happening.

How we determine who fights who is still open for discussion.
Oh, thanks for explaining that.  :)

As for the other part, shouldn't we go for a first come first serve type of thing still?  I cannot imagine any other other solution, and we can tell who moved first just by when the post was made.
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miniwally

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg101729#msg101729
« Reply #47 on: June 26, 2010, 10:00:58 pm »
What do people think about something like this (chinese checkers) which took too long to design.


 

blarg: