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Behold GODZILLA 700 new map.

PostPosted: Sat Nov 07, 2009 11:25 pm
by porkenbeans
So you say you like big maps ?
Well, take a look at this monster, and tell me if you would like to see it developed. ;)
Click image to enlarge.
image

Re: Behold GODZILLA 700 new map.

PostPosted: Sat Nov 07, 2009 11:27 pm
by WidowMakers
-How does the small map look?
-What are the rules?
-What are the bonuses.
-What is the theme?

Re: Behold GODZILLA 700 new map.

PostPosted: Sat Nov 07, 2009 11:37 pm
by porkenbeans
WidowMakers wrote:-How does the small map look?
-What are the rules?
-What are the bonuses.
-What is the theme?
Thought I could talk to you and see if you are interested in developing this map. I have not even tried yet, to work on any game play. Just wanted to see the absolute maximum amount of territs that could be put on a CC map. This is a just starting point. I am sure that after the game play and such are worked out, the number would probably be a little less than 700. Just basically wanted to make the template for the map with the most territs that can still be read easily. The text is 20th century font at 14 pix so it should scale down with no problems.
Man I just spent 12 hours working on this and my eyes are hurting. :lol:

Re: Behold GODZILLA 700 new map.

PostPosted: Sat Nov 07, 2009 11:44 pm
by WidowMakers
porkenbeans wrote:
WidowMakers wrote:-How does the small map look?
-What are the rules?
-What are the bonuses.
-What is the theme?
Thought I could talk to you and see if you are interested in developing this map. I have not even tried yet, to work on any game play. Just wanted to see the absolute maximum amount of territs that could be put on a CC map. This is a just starting point. I am sure that after the game play and such are worked out, the number would probably be a little less than 700. Just basically wanted to make the template for the map with the most territs that can still be read easily. The text is 20th century font at 16 pix so it should scale down with no problems.
Man I just spent 12 hours working on this and my eyes are hurting. :lol:

Well I can tell you easily that 700 is out. You automatically lose 210 pixels in wide and 200 in height.

Small map Height
Your legend is 95 pixels high. lets assume that we scale that 75% to hit teh small map. That leaves 72 pixels.
Now 600-72 = 528 pixels left for height
Each cell you have now is approx 20 pixels tall.
That leaves us with 528/20= 26 rows. We automatically lose 9 of your rows

Small Map Width
Each cell is approx. 42 pixels wide. Since smaller text is not likely and the 888 can't get smaller, we will stick with 42.
so 630/42 = 15 columns We automatically lose 5 of your rows

So now we are A1 to O26 for a total of 390 territories
Current = 35x20=700
Small MAX = 26x15=390

But that is with no legend or rules

WM

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:27 am
by porkenbeans
How about 612 territs. I can even squeze the height down a little more to get in 1 more row, for 630. ;)
Click image to enlarge.
image

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:35 am
by WidowMakers
Your 888 will cover up the text for anything above 1 digit (10, 11, 12, ....)

Plus you a still have no legend, rules, name, bonus structure, theme.
Right now it appears to just be a free for all with Up, Down, Left, Right attacks.

Ideas as to what you wanted to do with these?

WM

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:44 am
by porkenbeans
WidowMakers wrote:Your 888 will cover up the text for anything above 1 digit (10, 11, 12, ....)

Plus you a still have no legend, rules, name, bonus structure, theme.
Right now it appears to just be a free for all with Up, Down, Left, Right attacks.

Ideas as to what you wanted to do with these?

WM
The last post is 630X600, it has the 888, and nothing is covered up.
For the game play I had a thought, that might work into the gameplay somehow. Black territs cannot attack white territs. So if a player is knocked down to only black territs he is eliminated. Something fun and interesting. Kind of like Alcatraz on the S.F. map. But with a different twist.
Also colored text can be used for bonus areas. As for the theme. Well that is pretty obvious. It is simply the largest of the big maps. IT IS GODZILLA. :lol:

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:54 am
by WidowMakers
porkenbeans wrote:
WidowMakers wrote:Your 888 will cover up the text for anything above 1 digit (10, 11, 12, ....)

Plus you a still have no legend, rules, name, bonus structure, theme.
Right now it appears to just be a free for all with Up, Down, Left, Right attacks.

Ideas as to what you wanted to do with these?

WM
The last post is 630X600, it has the 888, and nothing is covered up.


It will be as you go down the columns.
The first two 8's are what set the position of the numbers.
The third 8 is just added to the right.
If you draw a vertical line from the front edge of the 888, it will cover the 2nd number in the cells as you go down.
And since the first 2, 88 dictate location, whenever a player has double digits, the cell text is covered.
That won't fly

For the game play I had a thought, that might work into the gameplay somehow. Black territs cannot attack white territs. So if a player is knocked down to only black territs he is eliminated. Something fun and interesting. Kind of like Alcatraz on the S.F. map. But with a different twist.
Also colored text can be used for bonus areas.

1) So how do you attack? Only diagonal?
2) How do the bonuses work?
3) What is the Theme.
The HIVE map really got hit hard for not having a theme initially.
I initially was very firm on "no Theme Needed" but eventually saw the light and went with the Honeycomb theme suggested by someone.
"BIG" was not a good enough theme a couple of weeks ago for the HIVE I bet it will not be good enough now.

WM

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 1:25 am
by porkenbeans
@ WM,
I was serious about giving you the reins on this one. After all it was while contemplating your hive map, that Godzilla was born.
I know that when you started it, you were mainly trying to create the largest map possible. After my failed attempt or 2, at trying to make some hex pattern that would work better. I got to thinking about what you said. That the size of the cell walls would cause you to loose the amount of territs. So it occurred to me that, OK, what if there were no cell walls at all, and what if instead of hexs', a simple rectangle that would fit just the territ name and 888s, and what if there was no color on the playing field itself, as all those armies sure do that job. Also the text is much easier to read without all that color. Don't get me wrong the hive map looks great, that is until you add all of the armies. Then it just becomes too overpowering.
I really think that you would have a much easier go at it if you adopted the Godzilla format for your run at making the biggest map. Just consider this as nothing more than a friendly suggestion for your project. ;)

BTW, I still do not know what you are saying about the numbers. The 888s fit in fine. Take a look at C3 on the last mockup. There is no problem there that I can see.

As for the theme, Yeah I remember when the hive theme was suggested. I too thought it looked like a honeycomb. Duh, it was a group of hexs'. lol.
The theme can be established on this Godzilla template, by how you create the game play and bonus areas. Lord knows there is not much room for pretty pictures. haha. But even if you did make the play area smaller by lowering it and creating a larger legend area at the top. you would still have hundreds more territories than the hex template. Then you could add some cool art like Godzilla tearing through the streets of japan, or something. They would have their theme, and you would have your record making largest territ. map. :D

PS. I will even give you the full file, so you do not need to start all over from scratch.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 1:43 am
by WidowMakers
porkenbeans wrote:@ WM,
I was serious about giving you the reins on this one. After all it was while contemplating your hive map, that Godzilla was born.
I know that when you started it, you were mainly trying to create the largest map possible. After my failed attempt or 2, at trying to make some hex pattern that would work better. I got to thinking about what you said. That the size of the cell walls would cause you to loose the amount of territs. So it occurred to me that, OK, what if there were no cell walls at all, and what if instead of hexs', a simple rectangle that would fit just the territ name and 888s, and what if there was no color on the playing field itself, as all those armies sure do that job. Also the text is much easier to read without all that color. Don't get me wrong the hive map looks great, that is until you add all of the armies. Then it just becomes too overpowering.
I really think that you would have a much easier go at it if you adopted the Godzilla format for your run at making the biggest map. Just consider this as nothing more than a friendly suggestion for your project. ;)
How would it be an easier go? The HIVE map is 99% done GP and GFX.

porkenbeans wrote:BTW, I still do not know what you are saying about the numbers. The 888s fit in fine. Take a look at C3 on the last mockup. There is no problem there that I can see.

Now do you see what I mean?
Click image to enlarge.
image


porkenbeans wrote:As for the theme, Yeah I remember when the hive theme was suggested. I too thought it looked like a honeycomb. Duh, it was a group of hexs'. lol.
The theme can be established on this Godzilla template, by how you create the game play and bonus areas. Lord knows there is not much room for pretty pictures. haha. But even if you did make the play area smaller by lowering it and creating a larger legend area at the top. you would still have hundreds more territories than the hex template. Then you could add some cool art like Godzilla tearing through the streets of japan, or something. They would have their theme, and you would have your record making largest territ. map. :D
But black and white checkers have ZERO to do with Godzilla. No theme is no theme regardless of the title. I understand that you are trying to help but I am not going to pursue this concept. With the bonus structure, attack structure and GP design I wanted, this map will not work. The HIVE is better suited for that.

But by all means if you think you can make this work and get peoples support, go right ahead.

WM

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:05 am
by paulk
Image

Image

I was considering how many territories you could fit on a small map if you instead move the letters/numbers to the frame.
I liked the idea of black squares only being able to attack black ones and white ones only white. but to have points where they could connect I introduced the red ones, where adjacent white/black can attack each other through the red field (that connect to all 8 fields around).

This concept can of course be worked on.

But all and all I got it to 39*23=897 territories.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 5:12 am
by natty dread
Wow, this map is intense.

Add some chess pieces! :D

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 8:37 am
by WidowMakers
Still need rules, title, and theme.

Like I found out with The HIVE map. Theme is more important to the players of CC than I had originally thought.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 9:02 am
by Gilligan
This map seems to big to even be fun.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 9:41 am
by WidowMakers
Gilligan wrote:This map seems to big to even be fun.

I believe that is what was said about the initial JUMBO HEX map.

People did not understand why they were playing. They needed a reason.
People could not understand why they were wanting to attack from here to there. Hence The HIVE was born.
The more I have worked on The HIVE the more I understand that theme is important because it makes people want to play the map.

People like cool looking things and even if there are two identical maps from a GP perspective,
the better looking and more understandable version will win out most of the time.

Plus with this map:
    -The GP is all the same (basically)
    -How will you handle the initial drop disadvantage in 1v1?
    -What is your bonus structure?
    -It pains me to say this since I will be required to redo Maze Craze, the grid naming system is not good. People don't like it because it causes confusion and errors.

So until you can get: a theme, non grid based setup (close to porks last post but slightly smaller), a bonus structure and a legend, this map will most likely not go anywhere.

WM

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 9:44 am
by HighlanderAttack
I just got a headache, but I am all for crazy new maps so go for it

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 11:54 am
by natty dread
Image

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:09 pm
by porkenbeans
paulk wrote:Image

Image

I was considering how many territories you could fit on a small map if you instead move the letters/numbers to the frame.
I liked the idea of black squares only being able to attack black ones and white ones only white. but to have points where they could connect I introduced the red ones, where adjacent white/black can attack each other through the red field (that connect to all 8 fields around).

This concept can of course be worked on.

But all and all I got it to 39*23=897 territories.
I wanted to do just this, but as WM pointed out, Some people can not converge two intersecting lines without making a mistake, and choosing the wrong territ.
Personally, I am not a "big" map fan, but I see over and over again the numerous posts where people are clambering for larger and larger maps. I figured that if they were given something like this they would pipe down and be satisfied. :lol:
So, if the main goal of this project is to make the biggest map, then this template is a good place to start. It affords a higher territ count, than any other shaped play area.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 12:12 pm
by sully800
paulk wrote:Image

Image


This map WILL NOT work without clickables. Just think about how difficult it would be to navigate drop down lists with this many territories and a grid based labeling system. Massive headache.

On the positive side, lack has hinted about introducing clickable maps to the site. Once that happens, a map like this would play okay (if you have decent rules). I would suggest eliminating a couple of rows so you can fit in the title and rules and such. As WM keeps stating, a theme is important to keeping the gameplay interesting. If you want some original ideas, feel free to check out my huge map tessellation project. I don't plan on continuing it, but the ideas that I first came up with would work well for a themeless map such as this one.

In any case, I would suggest nobody works on this map until Clickable Maps are integrated into the site. It would be terrible to play without that feature, so I can't see this map being approved. If you keep working on it and it doesn't get approval that would be a lot of wasted time :?

EDIT - by the way, why did you skip letters in the labeling? I, O, Q? Just curious...

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:17 pm
by paulk
sully800 wrote:
paulk wrote:This map WILL NOT work without clickables. Just think about how difficult it would be to navigate drop down lists with this many territories and a grid based labeling system. Massive headache.

On the positive side, lack has hinted about introducing clickable maps to the site. Once that happens, a map like this would play okay (if you have decent rules). I would suggest eliminating a couple of rows so you can fit in the title and rules and such. As WM keeps stating, a theme is important to keeping the gameplay interesting. If you want some original ideas, feel free to check out my huge map tessellation project. I don't plan on continuing it, but the ideas that I first came up with would work well for a themeless map such as this one.

In any case, I would suggest nobody works on this map until Clickable Maps are integrated into the site. It would be terrible to play without that feature, so I can't see this map being approved. If you keep working on it and it doesn't get approval that would be a lot of wasted time :?

EDIT - by the way, why did you skip letters in the labeling? I, O, Q? Just curious...

Sure this map will be a pain if you don't have clickables. But some people don't care about pain.
Win some - loose some - eh?
The map is - as porkenbeans put it: "if the main goal of this project is to make the biggest map, then this template is a good place to start".

A theme.... I have no idea what theme would be a fitting one.
Gameplay... Since you only can attack diagonally it will be like two different bishops on a chess board, never able to interfere with each other. That's why I thought some red connecting points would make it more playable. Any of the 8 surrounding rectangles can connect to the red. In other words, you can change color through the red.

Of course territories could be introduced. There is space for a 2 pixel border on each territory. (If I take THAT away as well, we can possibly fit in over 1000 territories!!! lol).
The 2px space can be used to create borders/stops, and therefore territories.

Just to prove my point - I hate when someone says it can't be done - I made a new version of the map suggestion:

Image

Image

Image

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:37 pm
by captainwalrus
While I like the idea of making really big maps, I really don't think this would be played that much.
  • It hurts my eyes
  • I don't use clickable maps so I would get owned every time if I tried to play freestyle and a turn would take me 20 minutes or more just trying to find everyting.
  • It would be largly luck based, since there is really not bonuses or anything.
  • It would get old fast, yeah it is huge, but why do I care? It is being big just for the sake of it, not being big in order to greate for more interesting gameplay.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:46 pm
by paulk
captainwalrus wrote:While I like the idea of making really big maps, I really don't think this would be played that much.
  • It hurts my eyes
  • I don't use clickable maps so I would get owned every time if I tried to play freestyle and a turn would take me 20 minutes or more just trying to find everyting.
  • It would be largly luck based, since there is really not bonuses or anything.
  • It would get old fast, yeah it is huge, but why do I care? It is being big just for the sake of it, not being big in order to greate for more interesting gameplay.

  • It doesn't hurt my eyes.
  • Yeah, you are basically f-ed if you don't use clickable maps :D, but it is possible.
  • There are bonuses if you make borders and bonuses. Map above is just a suggestion (hint, look for black squares where bonuses are noted - no, no, no, all bonuses will not be +5 i hope.)
  • It might get old fast, or it might be the most played map ever. It's a far cry from done, so it's impossible to say.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:47 pm
by the.killing.44
Not going to make it. There's just … nothing there. I don't suggest spending any more time on it, sorry. Many more good ideas to be had.

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 3:53 pm
by paulk
LOL, I leave that to the community to figure out. I was just intrigued by the idea.
Anyway, here is the BASE MAP for anyone that want to play around with borders, bonuses etc.
Have fun!

Image

Re: Behold GODZILLA 700 new map.

PostPosted: Sun Nov 08, 2009 4:34 pm
by porkenbeans
paulk wrote:
sully800 wrote:
paulk wrote:This map WILL NOT work without clickables. Just think about how difficult it would be to navigate drop down lists with this many territories and a grid based labeling system. Massive headache.

On the positive side, lack has hinted about introducing clickable maps to the site. Once that happens, a map like this would play okay (if you have decent rules). I would suggest eliminating a couple of rows so you can fit in the title and rules and such. As WM keeps stating, a theme is important to keeping the gameplay interesting. If you want some original ideas, feel free to check out my huge map tessellation project. I don't plan on continuing it, but the ideas that I first came up with would work well for a themeless map such as this one.

In any case, I would suggest nobody works on this map until Clickable Maps are integrated into the site. It would be terrible to play without that feature, so I can't see this map being approved. If you keep working on it and it doesn't get approval that would be a lot of wasted time :?

EDIT - by the way, why did you skip letters in the labeling? I, O, Q? Just curious...

Sure this map will be a pain if you don't have clickables. But some people don't care about pain.
Win some - loose some - eh?
The map is - as porkenbeans put it: "if the main goal of this project is to make the biggest map, then this template is a good place to start".

A theme.... I have no idea what theme would be a fitting one.
Gameplay... Since you only can attack diagonally it will be like two different bishops on a chess board, never able to interfere with each other. That's why I thought some red connecting points would make it more playable. Any of the 8 surrounding rectangles can connect to the red. In other words, you can change color through the red.

Of course territories could be introduced. There is space for a 2 pixel border on each territory. (If I take THAT away as well, we can possibly fit in over 1000 territories!!! lol).
The 2px space can be used to create borders/stops, and therefore territories.

Just to prove my point - I hate when someone says it can't be done - I made a new version of the map suggestion:

Image

Image

Image
Very interesting. I am glad to see that someone around here has a mind that is capable of imagination, and can ask how can a thing be done, instead of poo-pooing it, and saying that it is not worth the time. By posting that, they have proven themselves wrong, as they have just wasted their time. That is unless the time spent, was to just stick the pig. :lol: