Paris (last update 26-12)

Map suggestions, ideas and drafts... They all start life on the Drawing Board.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
Post Reply
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Paris (last update 26-12)

Post by GeneralFault »

Map Name: Paris
Mapmaker(s): GeneralFault (for now)
Number of Territories: 100
Special Features: Landmarks are the key to the map
What Makes This Map Worthy of Being Made: I have seen a lot of attempts to create a map of Paris but so far the results are very small.
I would like to make another attempt. Worthy of beeing made? Well Paris has an unique structure that is suitable for a very fun map. Together with the many attemps and wishes of the CC community, it has a birthright.

Map Image:
[bigimg]http://sense4seo.nl/cc/Paris-V1.6.png[/bigimg]
Small Map Image:
http://sense4seo.nl/cc/Paris-V1.6%20small.png

According to the Foundry Rules provided here: http://www.conquerclub.com/forum/viewtopic.php?f=649&t=150681. I created a few chapters to comply to all demands. Therefor I decided to build my post according these rules. Please help if I missed something

[spoiler=Plan of Production]Plan of Production:
Drafting map: (done)
  • Make a map with image large enough (done)
  • ask for permission to use supersized map (done)
  • create a legend and title (done)
  • Fill with the Districts and Quarters (Arrondisements et Quartiers) (done)
  • Name all quarters and landmarks (done)
  • Connect all quarters according maps (done)
  • Make a Plan of Production (done)
get permission to use supersized map (pending)
Discuss map with community CC (not started enough yet)
---------- ---------- ---------- ----------- -----------
Milestone: Pass the Drafting Room
---------- ---------- ---------- ----------- -----------
Make all documentation ready to deliver
  • Balanced Deployment (done)
  • Reasonable Bonus Structure (done)
  • Game Type Flexibility (done)
  • Player-friendliness (done)
  • Open Play (done)
  • Function Trumps Form (done)
  • Form Must Follow Function (done)
Discuss Gameplay with community CC (not started yet)
---------- ---------- ---------- ----------- -----------
Milestone: Pass the Gameplay
---------- ---------- ---------- ----------- -----------
Graphics Definition:
  • Map Sizes (done)
  • Army Numbers (done)
  • Clarity and Readability (done)
  • Colorblind Check (done)
  • Thematic Consistency (done)
  • Graphical Benchmarks (done)
Discuss Graphics with community CC (not started yet)
---------- ---------- ---------- ----------- -----------
Milestone: Pass the Graphics
---------- ---------- ---------- ----------- -----------
XML Definition:
  • Development of XML
  • make structure
  • define regions
  • define starting
  • define attacking
  • define bonusses
  • Test XML
Discuss XML with community CC
---------- ---------- ---------- ----------- -----------
Milestone: Pass the XML
---------- ---------- ---------- ----------- -----------
Beta and Quenching Map:
  • get map released as beta
  • modify errors found
  • fix all issues
  • reply to all questions or remarks
  • get permission of community CC
get map Quenched
---------- ---------- ---------- ----------- -----------
Milestone: Pass the Beta
---------- ---------- ---------- ----------- -----------
---------- ---------- ---------- ----------- -----------
Final Delivery: Map Finished
---------- ---------- ---------- ----------- -----------[/spoiler]

[spoiler=Drafting]Have a playable image:
big map: http://sense4seo.nl/cc/Paris-V1.6.png
small map: http://sense4seo.nl/cc/Paris-V1.6%20small.png

Information about the map:
The map is divided in 20 arrondissements (districts)
Each arrondissement has 4 quarters and 1 landmark
Means 80 quarters and 20 landmarks = in total 100 fields

adjacent quarters can attack eachother (connected by a blue line)
all landmarks can attack other landmarks
A landmark can attack each quarter in a district
All quarters in district can attack the landmark

image needs to be beyond rough draft state: done[/spoiler]

[spoiler=Gameplay]Balanced Deployment: Should not be a problem to figure out how to make the best starting points....
Reasonable Bonus Structure:
Holding a full inner district with a landmark is +5
Holding a full outer district with a landmark is +3
Because the outer districts have less connections, the players will focus on these to hold. Because all landmarks can attack eachother and the bonus is only given to those who hold also the landmarks, the gameplay should be fairly difficult.
I think that more bonus structures do not help the gameplay or fun of the map. It is only to ensure that people in front will be more in front. So Keep It Simple Stupid....
Game Type Flexibility:
Standard: Shouldn't be such a difficulty, fairly standard :-) . There is however one extra difficulty. All landmarks can attack eachother, so that should be a challenge.
Terminator: should not make a difference
Assassin: attacks through landmarks to hunt your opponent down!
team/poly: Because all landmarks can attack eachother, the team games can be quite difficult
trench: making sure you hold a landmark to be in control as much as possible
Fog: making sure you hold a landmark to see as much as possible
Manual: should not make a difference
Player-friendliness: The map should be fairly easy to oversee and play. perhaps a tweaking in the graphics, but I think it's fairly straightforward.
Open Play: By ensuring that all landmarks can attack eachother, an open play is guaranteed.
Function Trumps Form: The style of the graphics should not destract from ease of play:
borders should be clear (should be pretty obvious)
titles and numbers easy to read (according all preferences in the foundry)
colors easy to distinguish (attack roads completely out of color range of the map)
Form Must Follow Function:
the look and theme of the map must be utterly subservient to gameplay and legibility (done)[/spoiler]

[spoiler=Graphics]Map Sizes:
Large Version: width up to 1200 px , height up to 1000 px
Small Version: width up to 780 px, height up to 650 px
Army Numbers: Army number are placed in squares or rounds with enough space up to 3 digits.... They are as an example also in the graphics
Clarity and Readability:
The image must present itself as clear and legible. (done)
Any information you need to know to play a map should be easy to gather by looking at the map itself: (done)
Borders and attack routes should be clear (or clearly explained if unconventional borders are used) (done)
bonus regions should be indicated clearly; (done)
any non-standard groupings, combinations, and permutations should be clearly explained. (done)
The legend should be clear, concise, and consistent. (done)
The map itself should be free of unnecessary or cumbersome rules that push it over the line separating complex from confusing. (done)
Colorblind Check:
Thematic Consistency:
While not every question will be appropriate for every map, they will help you focus your ideas and design:
Who are the characters in the map? (why is this map significant or a cool backstory) : The modern day traveller to Paris
What is your map about? The city of love...... all quarters in Paris are drawn according real live Paris
Where does it take place? Paris
When does it take place? Modern Times or just Now
Why are the events taking place? (again, backstory) There are no events
How will the events unfold?
Anything else? The landmarks can be used to jump to another landmark
Graphical Benchmarks:Both large and small maps' aesthetics must be to a presentable Foundry standard and must also satisfy the community at large.
Graphical benchmarks are subjective and it is difficult to legislate for them: the Foundry Team members are the final arbiters of map quality, and will ultimately judge whether or not a map meets the Conquer Club standard.[/spoiler]

[spoiler=XML]make a todo list for XML file development[/spoiler]

[spoiler=Beta state]Change log of Issues:

Change or reply log of requests:[/spoiler]

Copyright Agreement:
The author retains copyright on their work, and gives Conquer Club permission to use the imagery free of charge, for as long as Conquer Club sees fit on the Conquer Club website. Conquer Club cannot sell, lease, or lend the right to use the images to anyone else. The author swears that their map is their own work, or a legal derivative work and by submitting it, do hereby claim all responsibility for that being true.

The map is freely licended under wikimedia commons
https://commons.wikimedia.org/wiki/File ... France.png

[spoiler=previous versions and Information]http://sense4seo.nl/cc/Paris-V1.png
http://sense4seo.nl/cc/Paris-V1.1.png
http://sense4seo.nl/cc/Paris-V1.2.png
http://sense4seo.nl/cc/Paris-V1.3.png
http://sense4seo.nl/cc/Paris-V1.4.png
http://sense4seo.nl/cc/Paris-V1.5.png

There have been a lot of attempts to make a map about paris. I collected the most of them, but I do not think it's complete yet. Why everyone struggles? Don't know for sure, but the results are slim.....
Métro Parisien v.17 https://www.conquerclub.com/forum/viewt ... 0&t=212346
Paris : 20 arrondissenments https://www.conquerclub.com/forum/viewt ... 3&t=207205
Paris - V10 https://www.conquerclub.com/forum/viewt ... 3&t=168212
create a map https://www.conquerclub.com/forum/viewt ... 3&t=196660
[Abandoned] Massacre à Paris https://www.conquerclub.com/forum/viewt ... 2&t=181613
[Abandoned] Paris : Métropolitain https://www.conquerclub.com/forum/viewt ... 2&t=173585
Paris Metro https://www.conquerclub.com/forum/viewt ... 3&t=102131
London & Paris https://www.conquerclub.com/forum/viewt ... 63&t=72027
Paris and France https://www.conquerclub.com/forum/viewt ... 63&t=59726
Paris, a french sequel. https://www.conquerclub.com/forum/viewt ... 63&t=33226
London ,Paris ,Washingotn D.C. Or Ottawa? https://www.conquerclub.com/forum/viewt ... 63&t=31943

source of information of map:
https://en.wikipedia.org/wiki/Quarters_of_Paris[/spoiler]
Last edited by GeneralFault on Sat Dec 26, 2015 6:40 am, edited 14 times in total.
Image
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 20-12)

Post by GeneralFault »

Finally the map is ready (at least the first concept of it)
Image
waauw
Posts: 4756
Joined: Fri Mar 13, 2009 1:46 pm

Re: Paris (last update 20-12)

Post by waauw »

looks interesting lad ;)
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 20-12)

Post by GeneralFault »

Thanks waauw !!

Request asked to [player]thenobodies80[/player] to use a super sized map according to the http://www.conquerclub.com/forum/viewtopic.php?f=10&t=182136 super sized topic....

The nobodies80 has in his signature:
I do NOT visit this site and I'm NOT Team CC anymore.
All PMs are autobinned.
If you need to contact me, you should already have a way to do it without using this site.
Thanks to those who helped me through the years. :)


so that's probably not the correct way...

By the cartographers group i saw two members: [player]iancanton[/player] and [player]ManBungalow[/player], so i forwarded my message to them.... hopefully with a reaction :-)
Image
User avatar
Dukasaur
Community Team
Community Team
Posts: 28213
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara

Re: Paris (last update 20-12)

Post by Dukasaur »

Bravo!
“‎Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Paris (last update 20-12)

Post by iancanton »

as u might know, we are currently accepting maps that do not have classic or near-classic gameplay. i believe that the gameplay here is very close to not qualifying.

although u have applied for supersize, u haven't said what size u need. why do u need to increase the size? this is ur first map, so how confident are u that u can finish a supersize map, when so many have failed with a normal one?

nevertheless, this is an excellent start and i have moved the map to the drafting room.

ian. :)
Image
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 22-12)

Post by GeneralFault »

Whoop Whoop ----- In the drafting room! =D> =D> :-({|=

@ [player]iancanton[/player]: The gameplay of the map is based on Classic. The exception is that all landmarks can attack eachother, and therefor it is different. In the game this should result to much more difficulty to hold any regions or bonusses. Any improvements on gameplay, I gladly accept them....

Supersize: my map is based on the biggest limits:
  • Large Version: width up to 1200 px , height up to 1000 px
  • Small Version: width up to 780 px, height up to 650 px

I'm confident i can finish a supersize map, because besides my still improving skills as a designer, i'm foremost a developer of origin, so i cannot see any difficulty in developing the XML-file. Yes it is my first map..... So any help and guidance is always welcome... Perseverance and stamina!
Image
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 22-12)

Post by GeneralFault »

I ran a color blindness check at http://www.vischeck.com/vischeck/vischeckImage.php

and the results are:

Original
Image

versus Deuteranope
Image

versus Protanope
Image

versus Tritanope
Image

Map should pass colorblindness check fairly easy.
Image
waauw
Posts: 4756
Joined: Fri Mar 13, 2009 1:46 pm

Re: Paris (last update 26-12)

Post by waauw »

I think you should fill up the background with one colour per arrondissement. The way it is right now. It's too hectic.
User avatar
Teflon Kris
Posts: 4236
Joined: Sun Jul 13, 2008 4:39 pm
Gender: Male
Location: Lancashire, United Kingdom

Re: Paris (last update 26-12)

Post by Teflon Kris »

Interesting start, maybe something extra gameplay-wise needed, I'll have a think ...
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 26-12)

Post by GeneralFault »

thanks for the update of [player]waauw[/player] and [player]Teflon Kris[/player] !!
Image
User avatar
t-o-m
Posts: 2918
Joined: Sat Mar 22, 2008 2:22 pm

Re: Paris (last update 26-12)

Post by t-o-m »

Hi GeneralFault,

Nice map! I'm happy to see somebody making a Paris map. I think it deserves to be made.

Here's a bit of feedback to move forward - use colour to break the map up a bit into categories. You have landmarks, quarters and districts - those are categories in the sense that I am describing. Right now the only way that we (the player) can understand this is by reading the region name; if you implemented a colour system (or another system) we could understand this visually and it would be intuitive. As there is a landmark in every district (correct?), they could make themselves known more and could maybe be colour-coordinated with the district that they sit inside?
I would also make the district lines thicker and more obvious. Also, since there are a lot of lines on the map that are being used to direct gameplay, perhaps you could play with stylising the lines more – you could try a dotted or dashed line for the blue connectors? You have put a lot of thought into the gameplay dynamics of the map, now you need to help people understand how it works without too much studying. :D
User avatar
t-o-m
Posts: 2918
Joined: Sat Mar 22, 2008 2:22 pm

Re: Paris (last update 26-12)

Post by t-o-m »

This is a rough idea of the landmark/district colour idea that could be expanded on:

Image
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 26-12)

Post by GeneralFault »

i'm on it t-o-m!
Image
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Paris (last update 22-12)

Post by iancanton »

GeneralFault wrote:Supersize: my map is based on the biggest limits:
  • Large Version: width up to 1200 px , height up to 1000 px
  • Small Version: width up to 780 px, height up to 650 px

apologies for the delay.

the map probably does not need supersize. when i say this, i'm thinking mainly of those who use phones or older monitors when playing. the larger the map, the more scrolling they need to do.

the large number of lines makes the map look very confusing at the moment. do u need to use all 80 quartiers? would it work with only 60 quartiers, with the "missing" quartier in each arrondisement being the most famous one (represented by the landmark)? this would reduce the number of lines and allow u to shrink the map.

u can also expand the city centre to make it less cramped, while reducing the suburbs, to fit 630x600 for the small map. to show u what i mean, here is an example i made. it looks horrible because i expanded the centre far too much, but i think u can do better. 600 height is certainly achievable without difficulty, even with 80 quartiers. 630 width is a bit more difficult.

Image

ian. :)
Image
User avatar
yourientete
Posts: 26
Joined: Thu Dec 06, 2007 11:28 am
Gender: Male
Location: Paris, France

Re: Paris (last update 26-12)

Post by yourientete »

Paris mayor to wipe three arrondissements off the map
Paris Mayor Anne Hidaldo said on Friday that she plans to reduce the number of arrondissements in the French capital from 20 to 17 in a bid to simplify life for Parisians.
http://www.thelocal.fr/20160129/mayor-p ... -paris-map
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 26-12)

Post by GeneralFault »

we can tak a leap into the future!
Image
User avatar
Dukasaur
Community Team
Community Team
Posts: 28213
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara

Re: Paris (last update 26-12)

Post by Dukasaur »

Paris is one of my favourite cities, and I'm glad to see another attempt at making a map of it.

However, there's no way I would ever play on a map this size, that fills almost the entire screen. I like to be able to have the map and the menus on the same screen. It would frustrate the hell out of me to have to scroll off-screen to look at the Overview and then scroll back to the map. You have to be able to compress the information so that it fits into a reasonable size, or it will be unplayable.

Most of us depend on either BOB or Panel mode to identify continent bonuses and whatnot, by mousing over the text map. If the text map and the visual map won't fit on the same screen, that becomes an impossibility.
“‎Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
User avatar
GeneralFault
Posts: 137
Joined: Fri Jul 11, 2008 4:02 am
Gender: Male
Location: Leiden, the Netherlands
Contact:

Re: Paris (last update 26-12)

Post by GeneralFault »

i will overthink this!
Image
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Paris (last update 26-12)

Post by iancanton »

for our map, i prefer 20 arrondisements, not 17. this is because some of the most well-known places are in the four arrondisements that hidalgo wants to merge together into one.

ian. :)
Image
User avatar
Thorthoth
Posts: 3273
Joined: Mon Dec 26, 2011 1:36 pm
Location: My pyramid in Asgard, beside the glaciated Nile.

Re: Paris (last update 26-12)

Post by Thorthoth »

Also make a mini Paris map too, Just the arondissements: 20 terrs. Something fast and fun. Some of the arrondisements could have major landmarks with special play features: bonuses, killer neutrals etc. More small maps are needed. Doodle and Luxembourg are overplayed.
User avatar
riskllama
Posts: 9024
Joined: Thu Jan 30, 2014 9:50 pm
Location: deep inside Queen Charlotte.

Re: Paris (last update 26-12)

Post by riskllama »

Thorthoth wrote:Also make a mini Paris map too, Just the arondissements: 20 terrs. Something fast and fun. Some of the arrondisements could have major landmarks with special play features: bonuses, killer neutrals etc. More small maps are needed. Doodle and Luxembourg are overplayed.

holy f*ck, vegetable lasagne - take a look around before you post, maybe... :roll:
Image
User avatar
Thorthoth
Posts: 3273
Joined: Mon Dec 26, 2011 1:36 pm
Location: My pyramid in Asgard, beside the glaciated Nile.

Re: Paris (last update 26-12)

Post by Thorthoth »

llama, you are an idiot.
User avatar
riskllama
Posts: 9024
Joined: Thu Jan 30, 2014 9:50 pm
Location: deep inside Queen Charlotte.

Re: Paris (last update 26-12)

Post by riskllama »

MapStarter : Paris, idiot... :idea:
Image
User avatar
Thorthoth
Posts: 3273
Joined: Mon Dec 26, 2011 1:36 pm
Location: My pyramid in Asgard, beside the glaciated Nile.

Re: Paris (last update 26-12)

Post by Thorthoth »

llame.
Post Reply

Return to “Drafting Room”