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miniwally

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102230#msg102230
« Reply #60 on: June 27, 2010, 04:22:52 pm »
In your example darkness and death are at a disadvantage with two people advancing on them rather than like aether and air who only have 1 to worry about with both of them essentially squishing the other two.

Offline the dictator

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102244#msg102244
« Reply #61 on: June 27, 2010, 04:40:57 pm »
Which example??   ;D

Because I can't find a situation where  :darkness and :death are at disadvantage over  :aether and :air.
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Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102260#msg102260
« Reply #62 on: June 27, 2010, 05:23:27 pm »
Check this out: http://elementscommunity.org/forum/WoE-map.jpg



Just something I made to help my thought process. It's 21 x 15 hexagons, meaning there are a total of 315 hexagons. In this version I gave all elements 20 starting hexagons, and 75 hexagons would be neutral (minus 15 that would be unpassable like that lake over there. Yeah, unpassable lake doesn't make sense, it's just an example).

- "Outlaw City" in the center of the map would be the #1 trading place in the game
- each elemental capital city would be roughly the same distance of two other elemental capital cities
- map would have different types of terrain like mountains, rives and forests.
- walking from one side to another would take a total of two months in real life time (using 3 day method)

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102266#msg102266
« Reply #63 on: June 27, 2010, 05:36:52 pm »
Map has to be big, so maybe 12 hexagons per element?

- 1 capital city
- 2 smaller cities
- 3 fortresses
- 3 resources
- 3 blank hexagons
--------------------------
TOTAL 12

Something like that.

Then the map would be kind of circular, with each element having two other elements it shares borders with. In the middle would be the "no-mans-land" and the "Outlaw City", aka 'Other' area. It could also be 12 squares, or maybe 24.
Edit: I was ninja'd by SG.

So I'm guessing then every hexagon has importance?  There's no just plain hexagon that you travel across to get to important hexagons (and I don't just mean in the no man's land but in the actual elemental territories)?

Kael, I think the idea of Environmental Variables on tiles would be cool.  It could even be used to help bring balance to the sides while creating diversity and strategy in the game.  The main thing to consider is not to make it so complicated that everybody will be misunderstanding how the movement system works.

(Btw, are you still thinking about doing your Strategic Elements PvP game?  You could always do a more in-depth movement system in your version.)

Also, this all reminds me of Battle of Wesnoth (http://www.wesnoth.org/) as far as a turn based tactical game.  Maybe we can glean some ideas from that game or even use its map editor to create our WoE map.

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102275#msg102275
« Reply #64 on: June 27, 2010, 05:55:24 pm »
Check this out: http://elementscommunity.org/forum/WoE-map.jpg

...

Just something I made to help my thought process. It's 21 x 15 hexagons, meaning there are a total of 315 hexagons. In this version I gave all elements 20 starting hexagons, and 75 hexagons would be neutral (minus 15 that would be unpassable like that lake over there. Yeah, unpassable lake doesn't make sense, it's just an example).

- "Outlaw City" in the center of the map would be the #1 trading place in the game
- each elemental capital city would be roughly the same distance of two other elemental capital cities
- map would have different types of terrain like mountains, rives and forests.
- walking from one side to another would take a total of two months in real life time (using 3 day method)
Okay, now I know why you were really supporting the non-symmetrical map idea - this is actually really amazing. :D

In regards to the "Outlaw City", what exactly do you do when you 'trade'? Does that imply you're swapping cards into and out of your 'set' deck? I always thought that "Outlaw City" would just be a safe zone section where no one can really fight you (like a Sanctuary).

On top of that, unpassable lake (I'd prefer if it were 'marshes') would be true for the majority of the elements, minus :air, :death, and :water. If you added things like a volcano plateau range (:earth, :fire, :gravity), a sacred grove (:light, :life), and maybe a 'inter-dimensional warp gate of awesomeness' (:aether, :entropy, :time, :darkness), then we'd have areas where some elements could take short cuts to get to certain palaces to fight people, while others would have to take another way around. In this sense, certain elements can avoid fighting other elements by being on these special territories that are normally non-passable to other elements, with a significant consequence.

But anyway, what other 'environmental' places are you going to add SG?

kalkiran

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102287#msg102287
« Reply #65 on: June 27, 2010, 06:12:06 pm »
you could have one for each element
 :aether Dimensional gate
 :air Mountain
 :darkness Shadowy wood
 :death Abyss/graveyard
 :earth Plateau
 :entropy Radioactive dump
 :fire Burning plain
 :gravity ???
 :life Forest
 :light Sacred grove
 :time ???
 :water lake
http://en.wikipedia.org/wiki/List_of_landforms <--perfect for this!

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102307#msg102307
« Reply #66 on: June 27, 2010, 06:35:51 pm »
you could have one for each element
 :aether Dimensional gate
 :air Mountain
 :darkness Shadowy wood
 :death Abyss/graveyard
 :earth Plateau
 :entropy Radioactive dump
 :fire Burning plain
 :gravity ???
 :life Forest
 :light Sacred grove
 :time ???
 :water lake
http://en.wikipedia.org/wiki/List_of_landforms <--perfect for this!
Nice choices! However...

:time - Desert ;)
:gravity - Huge Crater/Basin

Having one for each element could be a little bit daunting though...

Offline Dragoon1140

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102310#msg102310
« Reply #67 on: June 27, 2010, 06:38:09 pm »
Well now that I think of it, how would players trade?  Would they buy them with money counted in the forum from the "merchant?"
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kalkiran

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102328#msg102328
« Reply #68 on: June 27, 2010, 07:14:01 pm »
and also-would they be sold for 90% or even 50% of the buying price? in elements its necessary but in other games this really annoyed me...and how did i not think of a desert for time- i mean really...:P
could we asign cultures, to like building looks and stuff?
 :time egyptian style
 :darkness sauron style-simplicity
 :death other sauron style-spikes and skulls :P
 :air winged men?
 :water mermen
 :earth men...or maybe a race that live underground...
 :fire no offense but far east? like legend of aang. it just looks right+cool.
 :life dryads-priests?
 :light dunno something...shiny and glowing....like the ancients dress in stargate...:P
just ideas :P

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102347#msg102347
« Reply #69 on: June 27, 2010, 07:44:16 pm »
This is just a rough demo to show what you can do with that Battle for Wesnoth Map Editor.  It uses hexagon maps and comes with tons of different land types and buildings/castles.


kalkiran

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102398#msg102398
« Reply #70 on: June 27, 2010, 08:49:05 pm »
 :) nice!
found this-dont know if it will be any help http://www.inkwellideas.com/roleplaying_tools/hexographer/

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102425#msg102425
« Reply #71 on: June 27, 2010, 09:26:38 pm »
So one more for today.

I don't think you can make a circle map.  I tried to implement all the elements, plus SG's idea (1 Castle, 2 cities, 3 Forts, Outlaw City), plus some random ideas I read (sorry can't remember who mentioned them) like Dimensional gates and Resources.  Obviously, this needs a lot of work to balance.  I'm just throwing it out there as a rough draft.

Here's the file if anyone wants to modify it: http://www.mediafire.com/?ymyiwztmczj


 

anything
blarg: