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Re: Behold GODZILLA 700 new map.

Posted: Sun Nov 08, 2009 4:42 pm
by captainwalrus
No matter what a map with 700 territories means 699 options for every dropdown menue when you are reinforcing things or attacking. That is rediculous.

Re: Behold GODZILLA 700 new map.

Posted: Sun Nov 08, 2009 5:32 pm
by killed2
I agree with both captain walrus and killing.44 . almost noone would want to play this map even WITH clickables, just because it is too luck based. I wouldn't, for one, want to play this map simply because there are too many territories, turns would take 15 mins even WITH clickables simply because there is so much to attack, so many troops per turn, and It would take forever just to finish a turn in which you are attacking like a hundred territs a turn. whoever would get the first turn to win, just because they can take out like 30 or so of the opponents troops on the next turn, meaning that whoever goes first would progressively get into better and better positions with more and more troops per turn. In my opinion, the idea of this map is ridiculous. there isn't really a point in doing this unless you are solely going for the largest map built in cc history. also, you would be able to reinforce enough troops to get about 80 or so troops on one territ on the first turn. there are just so many reasons for no. including the fact that it has no theme.

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 12:00 am
by paulk
anybody want some cheese with their whine? :D

You are damn right in that it would be a b*tch and a half to go through a dropdown list of almost 900 rows. But clickable maps are lurking by the horizon, and hey, you are free to NOT play if you don't want to.

It has no theme YET, silly. Why don't you use your grey and try to come up with one instead?

Complaining about everything that CAN go wrong with a map like this is not doing anything. The attempt is to see if we can make a huge ass map TOGETHER, and if some morons want to play 1 vs 1 without clickables and with unlimited settings, then that is their problem, not yours.

All maps don't please everybody, but I am sure a huge ass map, if the territories were thought through properly, could be quite an interesting one.

The important baseplay is that you attack diagonally.
The map CAN BE COLORED in other colors than white and grey, so that can also create areas, so together with traditional borders and red transitions points. Possibilities are there, now the only thing missing is people that say WE CAN DO IT.

/paulk

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 3:27 am
by porkenbeans
This draft is only a possible template. One that can be used to create a very large map. I know that there are a lot of big map fans, so If we were to give it a go, and were somehow successful, We would certainly be, delighting them to no end. DawnChaNO. :lol:

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 3:50 pm
by paulk
Yeah, we should form a club! Big Ass Map Friends! =D>

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 8:28 pm
by paulk
Does anyone know how troop numbers move depending on if they are 1-9, 10-99, 100-999 etc?
Is the position fixed for the first number either it is 8 or 88? Or does an adjustment of some sort take place? I have to check next time I play a map...

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 8:34 pm
by porkenbeans
I believe that the 1st. number is fixed, and when a second digit is added it goes to the right of that. All subsequent digits are added to the right. At least I think that's how it goes.

edit- actually that is not correct. I just checked a classic shapes map, and when the second digit is added they re-center themselves in the circle. If its just 1 digit, it is also centered. But it does not try to center itself when a 3rd. digit is added. It just adds it off to the right.

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 8:35 pm
by the.killing.44
( 8 )
(88)
(88)8

If that makes sense.

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 8:48 pm
by WidowMakers
the.killing.44 wrote:( 8 )
(88)
(88)8

If that makes sense.

Yes it does

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 8:50 pm
by natty dread
You know you're addicted to conquer club when...

the.killing.44 wrote:( 8 )
(88)
(88)8

If that makes sense.


... ^that quote makes sense. :D

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 09, 2009 11:17 pm
by paulk
Then it's interesting to know how many pixels difference is there is betwen ( 8 ) and (88).
I made a new version of the map. I fitted 1300 territories!

Re: Behold GODZILLA 700 new map.

Posted: Tue Nov 10, 2009 5:32 am
by WidowMakers
paulk wrote:Then it's interesting to know how many pixels difference is there is betwen ( 8 ) and (88).
I made a new version of the map. I fitted 1300 territories!

double.
"8" = 8w x 12h
"88" = 16w x 12h

Re: Behold GODZILLA 700 new map.

Posted: Tue Nov 10, 2009 6:57 am
by paulk
4px difference to the left from 8 to 88?

Re: Behold GODZILLA 700 new map.

Posted: Fri Nov 13, 2009 1:00 pm
by mibi
Wow what an awesome idea! Create a map so large and so devoid of any theme or fun, so you end up never finishing it. It just takes up a game slot for weeks until everyone deadbeats, rather than continue on playing the ultimate one-off novelty map. I can't wait to start 10 games on this map and then bang my face agaist the desk because there is nothing to do except navigate dropdown lists a mile long. Quench zone!

Re: Behold GODZILLA 700 new map.

Posted: Fri Nov 13, 2009 1:23 pm
by porkenbeans
mibi wrote:Wow what an awesome idea! Create a map so large and so devoid of any theme or fun, so you end up never finishing it. It just takes up a game slot for weeks until everyone deadbeats, rather than continue on playing the ultimate one-off novelty map. I can't wait to start 10 games on this map and then bang my face agaist the desk because there is nothing to do except navigate dropdown lists a mile long. Quench zone!
Mibi, like you, I also, am NOT a big fan of extremely large maps.
This project was not started for me, or people like me. But rather, for all of those that keep screaming for larger maps. The larger, the better.
So, this project is for them. If you have no interest in it, and do not even care to help in it's progression, then, ...I do not think that you will be missed here. ;)

Re: Behold GODZILLA 700 new map.

Posted: Fri Nov 13, 2009 9:38 pm
by mibi
porkenbeans wrote:
mibi wrote:Wow what an awesome idea! Create a map so large and so devoid of any theme or fun, so you end up never finishing it. It just takes up a game slot for weeks until everyone deadbeats, rather than continue on playing the ultimate one-off novelty map. I can't wait to start 10 games on this map and then bang my face agaist the desk because there is nothing to do except navigate dropdown lists a mile long. Quench zone!
Mibi, like you, I also, am NOT a big fan of extremely large maps.
This project was not started for me, or people like me. But rather, for all of those that keep screaming for larger maps. The larger, the better.
So, this project is for them. If you have no interest in it, and do not even care to help in it's progression, then, ...I do not think that you will be missed here. ;)


The passion of porkenbeans.

Re: Behold GODZILLA 700 new map.

Posted: Sun Nov 15, 2009 7:28 pm
by porkenbeans
mibi wrote:
porkenbeans wrote:
mibi wrote:Wow what an awesome idea! Create a map so large and so devoid of any theme or fun, so you end up never finishing it. It just takes up a game slot for weeks until everyone deadbeats, rather than continue on playing the ultimate one-off novelty map. I can't wait to start 10 games on this map and then bang my face agaist the desk because there is nothing to do except navigate dropdown lists a mile long. Quench zone!
Mibi, like you, I also, am NOT a big fan of extremely large maps.
This project was not started for me, or people like me. But rather, for all of those that keep screaming for larger maps. The larger, the better.
So, this project is for them. If you have no interest in it, and do not even care to help in it's progression, then, ...I do not think that you will be missed here. ;)


The passion of porkenbeans.
The immaturity and ignorance of mibi. ;)

Re: Behold GODZILLA 700 new map.

Posted: Sun Nov 15, 2009 8:30 pm
by mibi
porkenbeans wrote:
mibi wrote:
porkenbeans wrote:
mibi wrote:Wow what an awesome idea! Create a map so large and so devoid of any theme or fun, so you end up never finishing it. It just takes up a game slot for weeks until everyone deadbeats, rather than continue on playing the ultimate one-off novelty map. I can't wait to start 10 games on this map and then bang my face agaist the desk because there is nothing to do except navigate dropdown lists a mile long. Quench zone!
Mibi, like you, I also, am NOT a big fan of extremely large maps.
This project was not started for me, or people like me. But rather, for all of those that keep screaming for larger maps. The larger, the better.
So, this project is for them. If you have no interest in it, and do not even care to help in it's progression, then, ...I do not think that you will be missed here. ;)


The passion of porkenbeans.
The immaturity and ignorance of mibi. ;)


Being only 15 I am allowed to be immature.

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 2:53 am
by paulk
lol, I just think it would be cool with a big ass map to play battle royale on. Petty things like borders and game play and .... theeeeeeme? Who the hell needs a theme? We are here to KILL ASS!!! What are you, gay? Need to rearrange those orchids? :twisted:

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 4:39 am
by natty dread
Come to think of it... what's the THEME of your cube map? :D


Watch out, the theme police is out to get you!

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 5:05 am
by paulk
my theme is KILL IN 3D!!!

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 8:57 am
by WidowMakers
My hex map had no theme at first.
There was a huge backlash about how people found no enjoyment with no theme.
And I PMed 8750 people.
The poll results were as follows:
In the maps current form (350 terts) Hex configuration. Would you like to see it made?
    yes.....931.....80%
    no.....226.....20%
    Total votes : 1157

Most of the posters in the thread who liked the map and wanted to play it, still wanted a theme.
They liked the idea of a large map but they did not like the idea of no theme.

You might want to try and get more support in that area (theme wise)
Because in the beginning I said the same as you , WHO NEEDS A THEME?

That is what the people want. And now that I redid the map and made it work with a theme, it is 5000% better than my original idea.

WM

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 9:45 am
by danoprey
/\ Agreed.

You've got to listen to the people.

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 1:31 pm
by porkenbeans
Yes, I agree to the need for a theme, and all of my projects have in fact started with the theme.
This project however was started with only the theme of, the "biggest map possible". It is a template for a place to start. It can, through peoples ideas and feedback, evolve into what it will. W.Ms. hex. map started the exact same way.
I believe that the rectangle pattern is a better way to go, if you are looking to make the biggest map. So, instead of knocking it, why don't some of you that are interested in the project, put your minds into gear, and start to brainstorm and kick around some ideas. ;)

Re: Behold GODZILLA 700 new map.

Posted: Mon Nov 16, 2009 1:42 pm
by spiesr
porkenbeans wrote:Well, take a look at this monster, and tell me if you would like to see it developed.
I vote no...