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Kael Hate

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102505#msg102505
« Reply #72 on: June 27, 2010, 11:04:04 pm »
Would it be plausible to have 12 unaligned Capitals and then by lottery have the masters choose which capital they want? then in reverse order claim the forts and terrain closest to them?

Kael Hate

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102520#msg102520
« Reply #73 on: June 27, 2010, 11:21:20 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).
That Map has 309, can you add another hex in between the gaps at the bottom and that would bring it to 315?

Wth 12, Controlled Hexs and 12 uncontrolled hexes per element and including other as a 13th element. We get 312 (24x13). Adding another 3 uncotrolled hexes would round out the figure for this map.

Then at random, drop the 13 Capitals, cities, forts, resources, and allow by lottery first choice of capital, then in reverse order choose the cities, forts etc.

As a benefit to movement and taking 2 months walk across the map, you could add telegates at the cities and capitals for travel by friendly elementals.



Numbering the Hex counting down or across the lines, I created this random outlay.
I used Dead Zone for the extra 3 hex, so they can be turned into something elseor made impassible.

   Hex      Content   
   1      Capital   
   2      Uncontrolled   
   3      Uncontrolled   
   4      Fort   
   5      Uncontrolled   
   6      City   
   7      Uncontrolled   
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   9      Uncontrolled   
   10      Uncontrolled   
   11      Controlled   
   12      Fort   
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   14      Uncontrolled   
   15      Uncontrolled   
   16      Resource   
   17      Uncontrolled   
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   315      Uncontrolled   

Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102900#msg102900
« Reply #74 on: June 28, 2010, 04:11:53 pm »
That Map has 309, can you add another hex in between the gaps at the bottom and that would bring it to 315?
I think you mean 305, but you are right, half of the bottom row is missing. Thanks for pointing that out.

I though about the map some more. The problem is that in order to get player names in there, the hexagons have to be relatively large. And since there are tons of these relatively large hexagons, the map will be HUGE. And because the map is HUGE, we need to divide it into 4 equal size parts

My initial plan was to make row and column amounts uneven so that there is a clear center of the map where we can put the "Outlaw City" (or whatever). But when dividing the map into 4 parts, row and column amounts have to be uneven.

I used 21 x 15 in that first map. We could use 20 x 14 instead. This would mean that the map can be "zoomed into" 4 different parts, each 10 x 7. Each of these smaller parts of the map would be the starting home for 3 elements.

One other idea I had. Instead of giving each element big starting areas, why not just give them a couple of hexagons, and make all other hexagons neutral? Elements can then conquer those neutral hexagons, increasing the size of their kingdom. Yeah, we need a King too. :)


About that random outlay.. I don't think the map should be random. I like realistic looking maps more, meaning there are different sections like a big desert, forest, cities built next to rives, etc. Having everything be totally random would make the map look weird.

Offline the dictator

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102937#msg102937
« Reply #75 on: June 28, 2010, 04:56:44 pm »
Or you could give each spot a number/letter/code or something, so you don't have to update it each time, also meaning that the card could be smaller.

My first thought on the code would be:
Each row or column gains a letter, from left to right or from top to bottom.
Each hexagon gains a number, from left to right, or top to bottom, that would for example mean:

(with letters above the map, because the rows are up/down)

The city above would be H2.
The outlaw city would be K8
The undead city would be B14
The Lake would be H7, H8, I7, I8 and I9

ect.

This way people could post:
Quote
Move to D4, Attack
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Offline Dragoon

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102973#msg102973
« Reply #76 on: June 28, 2010, 05:53:30 pm »
That Map has 309, can you add another hex in between the gaps at the bottom and that would bring it to 315?
I think you mean 305, but you are right, half of the bottom row is missing. Thanks for pointing that out.

I though about the map some more. The problem is that in order to get player names in there, the hexagons have to be relatively large. And since there are tons of these relatively large hexagons, the map will be HUGE. And because the map is HUGE, we need to divide it into 4 equal size parts

My initial plan was to make row and column amounts uneven so that there is a clear center of the map where we can put the "Outlaw City" (or whatever). But when dividing the map into 4 parts, row and column amounts have to be uneven.

I used 21 x 15 in that first map. We could use 20 x 14 instead. This would mean that the map can be "zoomed into" 4 different parts, each 10 x 7. Each of these smaller parts of the map would be the starting home for 3 elements.

One other idea I had. Instead of giving each element big starting areas, why not just give them a couple of hexagons, and make all other hexagons neutral? Elements can then conquer those neutral hexagons, increasing the size of their kingdom. Yeah, we need a King too. :)


About that random outlay.. I don't think the map should be random. I like realistic looking maps more, meaning there are different sections like a big desert, forest, cities built next to rives, etc. Having everything be totally random would make the map look weird.
I like to be able to visualize so here's a map with SG's ideas (20x14 map with each corner having 3 teams).


Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102978#msg102978
« Reply #77 on: June 28, 2010, 05:57:55 pm »
Or you could give each spot a number/letter/code or something, so you don't have to update it each time, also meaning that the card could be smaller.
I'm not really sure what you are saying there. I'm guessing that the last "card" should be a "map", but I still don't get it.

I'd like to have a big map that shows the location of each player at all times. This way everyone can see which armies are where.


This way people could post:
Quote
Move to D4, Attack
That's one way of doing it. Other way of doing it would be to use

Code: [Select]
Move SE, AttackProblem with using that "letter + number" system (like in chess), is that with hexagons it's a bit more complicated than with squares. With hexagons lines go in an angle which might make it more difficult to read. Then again that would probably be easy to learn.

Major advantage of your suggestion is that WoE Organizers find the player in question faster on the map. Yep.. that is actually a really big advantage.

Offline Dragoon

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg102993#msg102993
« Reply #78 on: June 28, 2010, 06:13:58 pm »
So looking at the map, do you think we need a bigger map than 20x14?  Even if we make distances to each castle equidistant, we could be laying seige on the closest castle in like 5 days.  Maybe we should go with 32x22?

Offline the dictator

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg103048#msg103048
« Reply #79 on: June 28, 2010, 07:06:47 pm »
Or you could give each spot a number/letter/code or something, so you don't have to update it each time, also meaning that the card could be smaller.
I'm not really sure what you are saying there. I'm guessing that the last "card" should be a "map", but I still don't get it.

I'd like to have a big map that shows the location of each player at all times. This way everyone can see which armies are where.
This way people could post:
Quote
Move to D4, Attack
That's one way of doing it. Other way of doing it would be to use

Code: [Select]
Move SE, AttackProblem with using that "letter + number" system (like in chess), is that with hexagons it's a bit more complicated than with squares. With hexagons lines go in an angle which might make it more difficult to read. Then again that would probably be easy to learn.

Major advantage of your suggestion is that WoE Organizers find the player in question faster on the map. Yep.. that is actually a really big advantage.
The D4 would be a code like that, but you could also simply number the hexagons, starting in the upperleft corner to the lower right corner.

You problem isn't that huge, have a look:


(Yes, I know the background looks like shit, but I just stretched it)

You could even place the numbers INSIDE the hexagons, to make it perfectly clear.
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Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg103078#msg103078
« Reply #80 on: June 28, 2010, 07:38:00 pm »
So looking at the map, do you think we need a bigger map than 20x14?  Even if we make distances to each castle equidistant, we could be laying seige on the closest castle in like 5 days.  Maybe we should go with 32x22?
Yes, we might need a bigger map. But for the first version of this event, it might be better to start with a smaller one. Best plan would probably be to run a beta event for a month, then make changes for a couple of weeks, and finally launch the WoE 1.0.

About that map of yours. It looks pretty good but the problem I see with it is that's it looks really small. I don't get an epic feeling out of it.


miniwally

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg103080#msg103080
« Reply #81 on: June 28, 2010, 07:39:50 pm »
WoE not WoW I think that'd cause a lot of confusion about the map I agree with SG it takes a lot of the spic out when you have numbers and letters next to it.

Scaredgirl

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg103090#msg103090
« Reply #82 on: June 28, 2010, 07:49:13 pm »

(Yes, I know the background looks like shit, but I just stretched it)

You could even place the numbers INSIDE the hexagons, to make it perfectly clear.
The problem with that system is that hexagons are not perfectly lined horizontally. Try to find F7 for example and you see what I mean. If you take the number from the left, it doesn't align with anything.

I think simply giving each hexagon a number and putting it inside the hexagon like you said, starting from 1 and from top-left corner, might be better.

Malduk

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Re: MAP - All map discussions here please https://elementscommunity.org/forum/index.php?topic=8583.msg103097#msg103097
« Reply #83 on: June 28, 2010, 08:00:36 pm »
Great job Dragoon on digging up Battle for Wesnoth! That was an epic game!  ;)


Question for this whole map system: is map going to be just a pretty picture to look at, or will we see units on it?  And umm... how will someone draw and move all players every turn?  ???

 

anything
blarg: