Page 1 of 2

Strategy maps

PostPosted: Mon Mar 17, 2008 6:11 pm
by wcaclimbing
Maps such as Feudal Wars, the AoR Trilogy, WM's maze craze map (in map ideas), and my upcoming Oasis map (see my signature) are very different from other maps. Unlike most maps, these are STRATEGY maps. They give you many options for how to win (objectives, killing everyone, etc.) and many ways to reach that goal. They are not based on normal continents, but instead they use new bonus structures and neutral placements to make the map much more strategic and interesting to play.

I am starting this thread as a discussion topic to discuss the possibilities of "strategy" maps. The AoR maps and Feudal Wars are very popular maps, and I think we could do better than even those.

This thread is open to all ideas related to this kind of map. Any idea you think would make a good strategy map, post it here and we can talk about it. This isn't for discussions of an actual map, but for discussions of the concepts behind the map. Bonuses, organization, neutrals, starts, objectives, etc. The things that could be effectively used to develop a great strategy map.

who knows, I might even use a few things I hear in here on my Oasis map :wink:

Re: Strategy maps

PostPosted: Mon Mar 17, 2008 6:42 pm
by gimil
wcaclimbing wrote:I am starting this thread as a discussion topic to discuss the possibilities of "strategy" maps. The AoR maps and Feudal Wars are very popular maps, and I think we could do better than even those.


Nothing will be better than feudal ;)

PostPosted: Mon Mar 17, 2008 8:09 pm
by AndyDufresne
I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy

PostPosted: Mon Mar 17, 2008 8:27 pm
by DiM
you forgot the very first non-classic map (Age of Merchants) and also the CC mogul map.

PostPosted: Mon Mar 17, 2008 8:46 pm
by AndyDufresne
Circus Maximus might have been the first 'non-classic' map. But that's discussion for another thread.


--Andy

PostPosted: Mon Mar 17, 2008 9:00 pm
by DiM
AndyDufresne wrote:Circus Maximus might have been the first 'non-classic' map. But that's discussion for another thread.


--Andy



circus maximus is not a map. :wink:

PS: this is also a discussion for another thread :P

PostPosted: Mon Mar 17, 2008 9:07 pm
by InkL0sed
AndyDufresne wrote:I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy


Did you, like, read my mind or something?!

Look at the Map Ideas thread...

PostPosted: Mon Mar 17, 2008 9:59 pm
by wcaclimbing
AndyDufresne wrote:I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy

how would you force people to be on each side?

I don't understand it, unless every player had a required starting position.

Its a very interesting idea. I might consider it after Oasis is done. how would the map work for team games? is there a way to make a team all on the same side?

PostPosted: Mon Mar 17, 2008 10:22 pm
by DiM
wcaclimbing wrote:
AndyDufresne wrote:I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy

how would you force people to be on each side?

I don't understand it, unless every player had a required starting position.

Its a very interesting idea. I might consider it after Oasis is done. how would the map work for team games? is there a way to make a team all on the same side?


yes it is possible to have preset locations.

PostPosted: Mon Mar 17, 2008 10:29 pm
by benny profane
InkL0sed wrote:
AndyDufresne wrote:I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy


Did you, like, read my mind or something?!

Look at the Map Ideas thread...


ha, both of you read my mind.
i was thinking two complex trenches, with a (decay) cloud of mustard gas between them.
sort of like dustbowl.
players first battle to hold an entire trench, then must cross the no-man's land to take the other trench...
team games would complicate this, however.

PostPosted: Mon Mar 17, 2008 10:30 pm
by InkL0sed
benny profane wrote:
InkL0sed wrote:
AndyDufresne wrote:I've long wanted someone to make a WW1 - Trench Warfare map with a No-Man's Land. That idea seems more like a 'Strategy Map,' as you call it, then a traditional map.


--Andy


Did you, like, read my mind or something?!

Look at the Map Ideas thread...


ha, both of you read my mind.
i was thinking two complex trenches, with a (decay) cloud of mustard gas between them.
sort of like dustbowl.
players first battle to hold an entire trench, then must cross the no-man's land to take the other trench...
team games would complicate this, however.


Why don't you make it once NYC is finished? It could be an awesome map.

PostPosted: Tue Mar 18, 2008 12:54 am
by edbeard
Don't forget 'The New World' and 'Arms Race!' both in Final Forge. Also, 'Das Schloss' and 'Drug War'

Also, there's a certain map in my sig that fits in this category.


Basically this thread is about how can we use all these XML features. And, for me anyway, when I think of something good. I usually keep it to myself for a future venture! I'm selfish like that.

PostPosted: Tue Mar 18, 2008 3:39 am
by yeti_c
DiM wrote:
wcaclimbing wrote:Its a very interesting idea. I might consider it after Oasis is done. how would the map work for team games? is there a way to make a team all on the same side?


yes it is possible to have preset locations.


It is possible to have set locations - but not set *team* locations...

C.

PostPosted: Tue Mar 18, 2008 6:26 am
by benny profane
edbeard wrote:Also, there's a certain map in my sig that fits in this category.


:lol: :lol:
what happened to that idea anyways? are you still working on it?
i started to feel that maybe it was just a joke, and i was the only one taking it seriously.

InkL0sed wrote:Why don't you make it once NYC is finished? It could be an awesome map.


i would love to. hopefully i'll have a bit of free time to do some research...

PostPosted: Tue Mar 18, 2008 3:48 pm
by edbeard
benny profane wrote: :lol: :lol:
what happened to that idea anyways? are you still working on it?
i started to feel that maybe it was just a joke, and i was the only one taking it seriously.


no it's a real map. I've been busy but this week and next I have plenty of free time. Part of the problem is that I've got almost zero artistic ability to spruce up what I've got so far. Though, I can definitely clean up a few things on the map.


I'll also have a go at the XML on that and also start up the Drug War XML (since if I keep pestering Lanyards about what's going on in his Panama map, I don't think he'll want to do the Drug War XML anymore!) Also I need to send a PM to Telvannia about things to do. though he's busy with his other map so I'm not sure how the progress will be on that.

PostPosted: Tue Mar 18, 2008 3:51 pm
by yeti_c
If ya want I'll do the Drug War XML.

C.

PostPosted: Tue Mar 18, 2008 4:09 pm
by wcaclimbing
So, as far as objectives go, we have:

Cross X land and hold Y to win. (oasis)
Hold X, Y, and Z to win. (feudal, AoR Might)
Hold X to win. (AoR Magic)

and probably a few more I forgot.
Are there any other things we could make objectives besides holding an area?

PostPosted: Tue Mar 18, 2008 5:04 pm
by Ditocoaf
It would be nice to have an option of:

Hold X for # turns in a row,
Hold #% of X, Y, Z
Hold # territories of X,Y,Z

Or, one vague idea I have right now: A player is given one territory to defend; this territory is populated by neutrals. You lose if this neutral territory is taken by anyone; meaning you need to leave it neutral and defend by surrounding it. This would add some strategy in that instead of building a huge army on a key defensive spot, you have to determine which side is most important to defend.

PostPosted: Tue Mar 18, 2008 5:09 pm
by pepperonibread
Do we create new XML features for maps, or do we create maps for new XML features?
Hmmmmmm....
:-k

PostPosted: Tue Mar 18, 2008 5:18 pm
by Ditocoaf
pepperonibread wrote:Do we create new XML features for maps, or do we create maps for new XML features?
Hmmmmmm....
:-k

well, the first three ideas are more general and could be used on any number of maps creatively. So fine, maybe the last idea isn't quite as flexible, but still... isn't it cool?

PostPosted: Tue Mar 18, 2008 5:22 pm
by bryguy
im hoping that builder does well, cause if it does i had a few more map ideas to go with it, like an invasion and/or rebellion, with rebellion having the villages as starting points also

PostPosted: Tue Mar 18, 2008 5:23 pm
by edbeard
wcaclimbing wrote:So, as far as objectives go, we have:

Cross X land and hold Y to win. (oasis)
Hold X, Y, and Z to win. (feudal, AoR Might)
Hold X to win. (AoR Magic)

and probably a few more I forgot.
Are there any other things we could make objectives besides holding an area?


Not really. That's exactly what the objective is.

You missed the two must complete objective to win maps.

1. Das Schloss, which is more of an 'epic' type game

2. Puppies, Flowers, and Bubblegum, which combines some of the search and destroy type gameplay except you can't take over someone's starting point.



And, Drug War is a bit different because there's one center area that MUST be held for the objective combined with four different two-territory areas that all can be used with the objective.


Thanks yeti for the offer, but I've exchanged a few PMs with Lanyards today. It's not yet in need of XML, and I really need to PM Telvannia to let him know what needs to be done with it (though I don't think it is too much).

PostPosted: Tue Mar 18, 2008 5:48 pm
by pepperonibread
Ditocoaf wrote:
pepperonibread wrote:Do we create new XML features for maps, or do we create maps for new XML features?
Hmmmmmm....
:-k

well, the first three ideas are more general and could be used on any number of maps creatively. So fine, maybe the last idea isn't quite as flexible, but still... isn't it cool?


No, I wasn't trying to say anything like that, just commenting on what we do with these XML features. They get created for new maps that will come out, but at the same time, maps come out to specifically utilize a new feature (making a map for the feature). Just something I was thinking about, more a joke than anything else :)

PostPosted: Tue Mar 18, 2008 5:53 pm
by WidowMakers
Castle Conquer is also a strategy map. You cannot kill anyone. The only way to win is to hold the castle for 1 round. I plan on getting back to that eventually.
http://www.conquerclub.com/forum/viewtopic.php?t=31396

Plus I have another abstract strategy map that I have yet to post.

WM

PostPosted: Tue Mar 18, 2008 8:35 pm
by fireedud
yeti_c wrote:
DiM wrote:
wcaclimbing wrote:Its a very interesting idea. I might consider it after Oasis is done. how would the map work for team games? is there a way to make a team all on the same side?


yes it is possible to have preset locations.


It is possible to have set locations - but not set *team* locations...

C.

But can't you choose where each color starts? In turn, making team positions?