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Scaredgirl

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Re: WoE alpha testing - smaller map, less players https://elementscommunity.org/forum/index.php?topic=9052.msg107061#msg107061
« Reply #12 on: July 03, 2010, 06:49:58 pm »
No time for in-depth reply now, but I will say this:

After careful thinking, I decided to skip alpha and go directly to beta version. Reason for this are:

1. There's no need to waste time designing and testing smaller maps that we won't be using in the final version.
2. If we plan everything carefully, there's no chance for massive fail.


I will post a new map here very soon.


Hmm, I might start fiddling with this in flash today.  I'll edit in the results.
I highly recommend you save flash coding for later as everything will still change and you will only waste your time.

Decktrya

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Re: WoE alpha testing - smaller map, less players https://elementscommunity.org/forum/index.php?topic=9052.msg107191#msg107191
« Reply #13 on: July 03, 2010, 09:34:23 pm »
just pick the four who are first out XD

Scaredgirl

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Re: WoE alpha testing - smaller map, less players https://elementscommunity.org/forum/index.php?topic=9052.msg107194#msg107194
« Reply #14 on: July 03, 2010, 09:50:56 pm »
Updated first post.

unionruler

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Re: WoE alpha testing - smaller map, less players https://elementscommunity.org/forum/index.php?topic=9052.msg107335#msg107335
« Reply #15 on: July 04, 2010, 01:43:01 am »
just pick the four who are first out XD
If we are using hexagonal tiles, logically shouldn't we make a hexagonal map?! Then everyone can start on/near the border.

Offline Demagog

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107445#msg107445
« Reply #16 on: July 04, 2010, 04:51:15 am »
Just FYI, the number of hexagons in a centered hexagon, the type that would be used if using unionruler's suggestion, can be found by the formula 3n^2-3n+1, where n is the length of a side.

If we used a centered hexagon with a side length of seven, there would be 127 hexagons on the map. If we used one with a side length of nine, there would be 217 hexagons on the map. Those are the closest to the size we've been looking at, I think (not sure how big SG wants it to be). The length of a side would need to be odd, that way, you could have six elements in each corner of the map, and six at the corner of each side, while keeping them all equidistant from each other and the center of the map. It will take one n-1 moves to move from the outer edge of the map to the center.

I think a 9 sided hexagon would be best if this is to be a large scale-event. If it's supposed to be even bigger than I think, 11 sides would work too (total of 331 hexagons in the map).

You could also use sides with even (numbered) lengths, and just move all the elemental locations one hexagon from the sides. Or however many desired, really.

Edit: I'm gonna post this in the map thread...

Scaredgirl

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Re: WoE alpha testing - smaller map, less players https://elementscommunity.org/forum/index.php?topic=9052.msg107525#msg107525
« Reply #17 on: July 04, 2010, 09:56:20 am »
just pick the four who are first out XD
If we are using hexagonal tiles, logically shouldn't we make a hexagonal map?! Then everyone can start on/near the border.
If this was a regular boardgame then yes, hexagonal map would be perfect. However are using the browser, so a "wide-screen" rectangular size is the best because it fits the browser window. Hexagonal takes too much vertical space.

Rectangular shape has also the advantage that it looks more like a real map. Hexagonal looks like a modern boardgame.

And finally, numbering makes more sense in rectangle map, making the job of Movers easier.

Scaredgirl

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107526#msg107526
« Reply #18 on: July 04, 2010, 09:59:02 am »
Updated map.

$$$man

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107692#msg107692
« Reply #19 on: July 04, 2010, 05:05:08 pm »
Damn that looks EPIC :o

slovenc555

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107703#msg107703
« Reply #20 on: July 04, 2010, 05:26:57 pm »
Could someone send me a PSD file? bacause I can't find or have missed it.

Scaredgirl

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107705#msg107705
« Reply #21 on: July 04, 2010, 05:30:00 pm »
Could someone send me a PSD file? bacause I can't find or have missed it.
I got rid of that old one because it was flawed.

I need to clean up this new one first before I post it.

slovenc555

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107756#msg107756
« Reply #22 on: July 04, 2010, 06:43:13 pm »
Tnx for clearing that up. I hope it's done soon, because I want to make a beta map too, but am gone from July 10th to July 20th. So it's either made soon or the acctual mapis made late, if I am to make something.

Offline Dragoon

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Re: WoE beta testing - MAP INCLUDED https://elementscommunity.org/forum/index.php?topic=9052.msg107825#msg107825
« Reply #23 on: July 04, 2010, 08:16:26 pm »
Epic map SG!  It looks awesome.

Couple questions though (you probably were going to explain it, but just in case):

1.  Do you think the game will be balanced when 4 teams will be within ~3 moves to the Rebel Outpost while the other 8 are ~7 moves away?  That's over twice the distance to get to whatever is going to be there (quests, buying/selling, etc.).

2.  Will you label all the landmarks so we know which things are wonders, cities, harvestable terrains, etc.?  You could even have two maps up, one static map with labels for everything, and one map that actually shows all the players on it.  That way we don't have a clogged up map.  Either that, or if someone with awesome coding skills can set layers that can be turned on and off that'd be even better.  Layers for each Element, Masters/Generals, city/wonder/terrain labels would be a great start I think.

 

anything
blarg: