Behold GODZILLA 700 new map.

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.
Well, take a look at this monster, and tell me if you would like to see it developed.

Conquer Club, a free online multiplayer variation of a popular world domination board game.
http://rzmhprwww.conquerclub.com/forum/
http://rzmhprwww.conquerclub.com/forum/viewtopic.php?f=63&t=101039
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.WidowMakers wrote:-How does the small map look?
-What are the rules?
-What are the bonuses.
-What is the theme?
porkenbeans wrote: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.WidowMakers wrote:-How does the small map look?
-What are the rules?
-What are the bonuses.
-What is the theme?
Man I just spent 12 hours working on this and my eyes are hurting.
The last post is 630X600, it has the 888, and nothing is covered up.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
porkenbeans wrote:The last post is 630X600, it has the 888, and nothing is covered up.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
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.
How would it be an easier go? The HIVE map is 99% done GP and GFX.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.
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.
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.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.
Gilligan wrote:This map seems to big to even be fun.
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.paulk wrote:
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.
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...
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.
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.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: