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Re: Puzzle Labyrint-first update-page 1-2.............2feb

Posted: Mon Feb 02, 2009 4:44 pm
by Qwert
by ZeakCytho » Mon Feb 02, 2009 11:40 pm

Looking good, Qwert.

I love what you did with your signature

I'll wait for you to finish adding everything you said you were going to add before doing a detailed analysis.

well i need to add all necessary connections,then i need to add all Army Shadows,then bonuses(not all but many squares will have some bonuses),then i need to fill bonus boxes,explanation boxes.Well big job awaith me.

well every map have some small changes with signatyre,to fit with themes

Re: Puzzle Labyrint-first update-page 1-2.............2feb

Posted: Mon Feb 02, 2009 5:47 pm
by WidowMakers
That looks great qwert. I really like the way this is coming together. One thing I would recommend since it got brought up in my Maze Craze thread.

You should have the row number on both sides and the column letter on the top and bottom.
That way it is easier to tell what each territory is.

Re: Puzzle Labyrint-first update-page 1-2.............2feb

Posted: Mon Feb 02, 2009 5:50 pm
by Qwert
by WidowMakers » Tue Feb 03, 2009 12:47 am

That looks great qwert. I really like the way this is coming together. One thing I would recommend since it got brought up in my Maze Craze thread.

You should have the row number on both sides and the column letter on the top and bottom.
That way it is easier to tell what each territory is.

I see now, i will add that, thanks for these opservation ;)

Re: Puzzle Labyrint-first update-page 1-2.............2feb

Posted: Mon Feb 02, 2009 6:48 pm
by Cahs.Gilgamesh
Love your idea! But... I think labyrint is spelled wrong. It should be labyrinth.

Without Wax,
Cahs.Gilgamesh

Re: Puzzle Labyrint-first update-page 1-2.............2feb

Posted: Mon Feb 02, 2009 7:17 pm
by Qwert
by Cahs.Gilgamesh » Tue Feb 03, 2009 1:48 am

Love your idea! But... I think labyrint is spelled wrong. It should be labyrinth.

Without Wax,
Cahs.Gilgamesh

English is not mine language-if you say Labyrinth,then Labyrinth will be.

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Wed Feb 04, 2009 5:22 pm
by Qwert
new update,still i have work with armycircle but i create bonus and explanation boxes-any sugestion?
[bigimg]http://i195.photobucket.com/albums/z188/Maqerdan/kockice34feb.png[/bigimg]

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Thu Feb 05, 2009 7:25 pm
by MrBenn
I'm not convinced you need to put a circle into every square...

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Fri Feb 06, 2009 9:33 am
by Qwert
by MrBenn » Fri Feb 06, 2009 2:25 am

I'm not convinced you need to put a circle into every square...

Can you give me more info.....what you precisely mean?

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Fri Feb 06, 2009 11:47 am
by bryguy
qwert wrote:
by MrBenn » Fri Feb 06, 2009 2:25 am

I'm not convinced you need to put a circle into every square...

Can you give me more info.....what you precisely mean?



I think he means that not every territory square needs an army circle. I think that this map might look better without army circles.

I love the idea of the inner 4 stripping you of bonuses. Its a cool idea :)

1) Under map explanation, you spelt win as vin. Both, not Bouth. :)
2) I dont really understand the bonus symbols thing, its a little confusing.
3) is it +1 for holding 1 territory? if it is, thats a cool idea :)
4) B, C, D, and E are off centered
5) <> is a both way attack, but you still have 2 arrows for both way attacks on alot of territories (that may be on purpose, idk)


Im lovin this map qwert, good job =D>

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Fri Feb 06, 2009 5:04 pm
by Qwert
I think he means that not every territory square needs an army circle. I think that this map might look better without army circles.

I love the idea of the inner 4 stripping you of bonuses. Its a cool idea

1) Under map explanation, you spelt win as vin. Both, not Bouth.
2) I dont really understand the bonus symbols thing, its a little confusing.
3) is it +1 for holding 1 territory? if it is, thats a cool idea
4) B, C, D, and E are off centered
5) <> is a both way attack, but you still have 2 arrows for both way attacks on alot of territories (that may be on purpose, idk)


Im lovin this map qwert, good job
Taking a quick break from the foundry/forums to develop my map making skills, be back soon!
bryguy

-----------------
well probably all squares who have very light blue colour can be without army circle,but all 8 colour squares its not possible to not have circle.

I find these solution,because XML code who will alove to one player attack only hes territory,and all other can not -not exist,then i find new solution,who alove you to attack diferent colour terriotry(in centre)and these will cause losing all bonuses,and only is safe when attack hes colour territory.

1.Correct is vin and Both.
2.If you take your colour symbol,you get +5,if you take other colour bonuses symbol,you dont get bonus,but in that way you can prevent that your opponent dont get bonuses.
I must say that these is initial idea,and everybody if have some better ideas,i will gladly implement all ideas who is good.
3. Yes every territory worth +1(numbers of neutral still need to decide)
4.Lol, its still in production-do you not notice that many letters mising.
5.These is still in experiment,to find what attack symbol will best to look.

Re: Puzzle Labyrint-last map -new update-page 1-2.......4feb

Posted: Tue Feb 10, 2009 6:03 pm
by Qwert
new update,what you think of these bonus placement.
[bigimg]http://i195.photobucket.com/albums/z188/Maqerdan/kockice310feb.png[/bigimg]

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Tue Feb 10, 2009 6:15 pm
by chipv
An ingenious idea, I love it.

Why are the outside boxes coloured?

I like the idea of attacking other central colours removing bonus but what is the idea behind outside boxes.
Presumably the same rule does not apply to those boxes otherwise you would have games where nobody ever gets bonuses.

Is there any reason or just for decoration?

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Tue Feb 10, 2009 6:25 pm
by Qwert
by chipv » Wed Feb 11, 2009 1:15 am

An ingenious idea, I love it.

Why are the outside boxes coloured?

I like the idea of attacking other central colours removing bonus but what is the idea behind outside boxes.
Presumably the same rule does not apply to those boxes otherwise you would have games where nobody ever gets bonuses.

Is there any reason or just for decoration?

What you mean? You start in SP(starting position)and you move to Arena area(these is central very light boxes) and there everybody can attack every one, to brake your way to yours colour boxes. Without these boxes,you can move,these boxes is free boxes(everybody boxes). Its these answer to your question?

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Tue Feb 10, 2009 6:38 pm
by chipv
qwert wrote:
by chipv » Wed Feb 11, 2009 1:15 am

An ingenious idea, I love it.

Why are the outside boxes coloured?

I like the idea of attacking other central colours removing bonus but what is the idea behind outside boxes.
Presumably the same rule does not apply to those boxes otherwise you would have games where nobody ever gets bonuses.

Is there any reason or just for decoration?

What you mean? You start in SP(starting position)and you move to Arena area(these is central very light boxes) and there everybody can attack every one, to brake your way to yours colour boxes. Without these boxes,you can move,these boxes is free boxes(everybody boxes). Its these answer to your question?


Ah, yes this does answer my question - I didn't see the one way borders on the outside so you have to break out of your own colour at the start of the game, another nice idea. The colours of those boxes are the same as the central ones so I was checking there were no bonus rules there.
As it happens there is no issue because of the one way borders.

So Red 10 cannot attack Yellow 9 - can you attack diagonally anywhere?

If not then some players are closer to the final boxes than others once they break out.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Tue Feb 10, 2009 6:47 pm
by Qwert
Ah, yes this does answer my question - I didn't see the one way borders on the outside so you have to break out of your own colour at the start of the game, another nice idea. The colours of those boxes are the same as the central ones so I was checking there were no bonus rules there.
As it happens there is no issue because of the one way borders.

So Red 10 cannot attack Yellow 9 - can you attack diagonally anywhere?

If not then some players are closer to the final boxes than others once they break out.

:-s
Yes red 10 cannot attack Yellow 9,but can attack closest diferent colour (central colours)but if conquer only one central colour what its not hes colour,then he lose all bonuses.
Attack Diagonally? Im confused-in begining,you must travel from SP to last your colour boxes and then when you cross in these very light boxes,you can attack in all directions.
You need 15-17 boxes to come into your central colour boxes(some need 15,some 16,and some 17),i think that these is not to closer,and when one boxes worth +1 these is not so big advantage.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Tue Feb 10, 2009 6:52 pm
by chipv
qwert wrote:
Ah, yes this does answer my question - I didn't see the one way borders on the outside so you have to break out of your own colour at the start of the game, another nice idea. The colours of those boxes are the same as the central ones so I was checking there were no bonus rules there.
As it happens there is no issue because of the one way borders.

So Red 10 cannot attack Yellow 9 - can you attack diagonally anywhere?

If not then some players are closer to the final boxes than others once they break out.

:-s
Yes red 10 cannot attack Yellow 9,but can attack closest diferent colour (central colours)but if conquer only one central colour what its not hes colour,then he lose all bonuses.
Attack Diagonally? Im confused-in begining,you must travel from SP to last your colour boxes and then when you cross in these very light boxes,you can attack in all directions.
You need 15-17 boxes to come into your central colour boxes(some need 15,some 16,and some 17),i think that these is not to closer,and when one boxes worth +1 these is not so big advantage.


Ok, you have answered my question somewhat indirectly but I am liking this a lot,personally.

So reading back, I guess you discounted labyrinth? I was wondering if someone was going to do something like Theseus and the Minotaur , you know with Greek characters maybe, but I like the puzzle idea and the gameplay looks great.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 7:16 am
by MrBenn
Seems like a bit more than just an idea now... let's get this into the right place...
[moved]

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 10:20 am
by Qwert
Ok, you have answered my question somewhat indirectly but I am liking this a lot,personally.

So reading back, I guess you discounted labyrinth? I was wondering if someone was going to do something like Theseus and the Minotaur , you know with Greek characters maybe, but I like the puzzle idea and the gameplay looks great.

you must understand that english is not mine language,and if you have better explanation formula,i will happy to hear.
I know for these story,but then need to create complete diferent ambien with Greek mitology theme. I want for change to create something ,what i dont need to spend many hours in research,like i spend in other projects.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 12:07 pm
by chipv
I understand you just fine, qwert, don't worry.

The gameplay is very similar to CC Mogul to me except for the excellent idea of losing bonus in the central squares.

I'm not sure what is the point of making all the outside boxes one way considering how far away the SPs are from each other.

But I've been thinking - the gameplay won't vary an awful lot, especialy for a large number of players.

People always start from the same positions.
They always have to carry on attacking the one way borders in the jump zone to get into the centre.
They always have to avoid their colour to get to the Final Boxes.

What amount of neutrals did you have in mind for the grey squares in the middle ?

I think maybe it's not so obvious that you can attack from all directions in the grey boxes, but only an opinion.

I have a small idea. If you number the territories instead of name them you could give bonus points for specific combinations of numbers like a puzzle. (So top left territory name = 11, then 12... etc. Second row is 21, 22, etc...)

So if the numbers add up to....= bonus

Something like (Territory names add up to 10 = 4 bonus)

Just thinking out aloud, here, probably not making sense.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 12:11 pm
by LED ZEPPELINER
i will jsut say that you should make sure that nobody has an unfair advantage from where they start, make sure they are all equally as far away from the center as the others

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 12:20 pm
by Androidz
Qwert as they mentioned before why dont you try to make a labyrint seen from above with nice graphics to it. We got enough square maps like conquer 4...


The idea is good, but i really don't feel that i'm playing in a labyrint.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 12:22 pm
by LED ZEPPELINER
the thing about labrynths is that they are visually challenging usually. This map i do not think would make it through the foundry if it were to be visually challenging

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 6:13 pm
by Qwert
by chipv » Wed Feb 11, 2009 7:07 pm

I understand you just fine, qwert, don't worry.

The gameplay is very similar to CC Mogul to me except for the excellent idea of losing bonus in the central squares.

I'm not sure what is the point of making all the outside boxes one way considering how far away the SPs are from each other.

But I've been thinking - the gameplay won't vary an awful lot, especialy for a large number of players.

People always start from the same positions.
They always have to carry on attacking the one way borders in the jump zone to get into the centre.
They always have to avoid their colour to get to the Final Boxes.

What amount of neutrals did you have in mind for the grey squares in the middle ?

I think maybe it's not so obvious that you can attack from all directions in the grey boxes, but only an opinion.

I have a small idea. If you number the territories instead of name them you could give bonus points for specific combinations of numbers like a puzzle. (So top left territory name = 11, then 12... etc. Second row is 21, 22, etc...)

So if the numbers add up to....= bonus

Something like (Territory names add up to 10 = 4 bonus)

Just thinking out aloud, here, probably not making sense.

I think that its not similar to City mogul.
Amount of neutral? still not create these,its open for any sugestion. ;)
Interesting idea,for special bonuses, maybe you can clarify more?

by LED ZEPPELINER » Wed Feb 11, 2009 7:11 pm

i will jsut say that you should make sure that nobody has an unfair advantage from where they start, make sure they are all equally as far away from the center as the others

one or two squares is not any advantage,because worth only +1.

by Androidz » Wed Feb 11, 2009 7:20 pm

Qwert as they mentioned before why dont you try to make a labyrint seen from above with nice graphics to it. We got enough square maps like conquer 4...


The idea is good, but i really don't feel that i'm playing in a labyrint.

Im look conquer 4,and these map(or something) have 90% black colour,and gameplay is very poor,you can attack in all direction,and bonuses is very strange(well for me).
Any way, real Labyrint map its open for some other to try,i will continue with puzzle labyrint.
Main problem with any kind of labyrint,its that labyurint need to be map with secret,and these is not possible to create,because when you look map,and when you see where is your opponent,then you know what to do(only in fog games you have fell that you are in labyrint)Also labyrint have only one real road to centre,and again its dificulty to create when you need 8 roads,instead one.
Labyrint sheme its big mistery. ;)

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 6:57 pm
by InkL0sed
Why don't you make every border one-way? That would make the map a real puzzle to navigate.

Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb

Posted: Wed Feb 11, 2009 7:17 pm
by Qwert
by InkL0sed » Thu Feb 12, 2009 1:57 am

Why don't you make every border one-way? That would make the map a real puzzle to navigate.

I dont know,these can be then to much complicate for people,because you have 256 square,and you can make some mistakes,expecialy when you miss a right road, and i must say these can be puzzle to me if i try to create one way,and that nobody have any advantage,and that have same distance to hes colours.
But if many people wants to be one way road,i can create that.