Conquer Club

Supermax: Prison Riot! [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Postby jako on Mon Jan 21, 2008 4:57 am

yeti_c wrote:I reckon "Yeti" has a good gangsta feel!?!?

C.


what about jako? its even got its own slang phrase, "u got jack, yo!" :lol:
User avatar
Lieutenant jako
 
Posts: 1022
Joined: Sun Jun 03, 2007 4:50 am
Location: A lost soul with no-one to stalk.

Postby Coleman on Mon Jan 21, 2008 10:27 am

I already wrote it but lack didn't implement the new code the way I expected him to so there is some rewriting to do.

Anyway, this map is no longer help up by the xml being impossible. You can Final Forge without xml.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby mibi on Tue Jan 22, 2008 11:13 pm

mibi wrote:
cairnswk wrote:Mibi... any chance of a large and small version together on this page please.


small
Image
large
Image


refreshing
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby FreeMan10 on Mon Jan 28, 2008 1:59 pm

Gasp! A week with no news!

Seriously, what's the next step from here? I'm looking forward to playing this one - it looks like total chaos!

FreeMan
User avatar
Cadet FreeMan10
 
Posts: 152
Joined: Wed Jan 23, 2008 12:48 pm
Location: On The Road

Postby oaktown on Wed Jan 30, 2008 9:43 pm

Nice to see this is back on track.

My two cents:

The Gas Chamber has no territory title. I know that it's mentioned in the legend, but somebody might not pick up on that right away. Better safe than sorry.

Has anybody tried to calculate the odds of starting the game with some gang bonuses? We'd need to know how many members there are in each gang - if it's a lot, starting with four - or even even - would be pretty common, giving an advantage to the player who goes first.

The concept of "rooms" is a bit confusing when it comes to the guards in the wings... is each guard in his own room? Can 101 hit 104? Because usually the walls are a heavier graphic, and the single black lines are doors, but in the guard areas the single black lines look like walls.

003 and 004: couldn't hurt to put two arrows on each guard tower, to make it clear that they can hit anybdy on the yard. And woud it make more sense for them to bombard the guys on the yard rather than attack?

"The Hole: -1" - i totally get that it's -1 per cell in the hole, but maybe you should say that or else somebody might think you have to hold the entire thing to get the minus. And with each of those being starting terits it could put somebody at an early disadvantage based on the initial drop.
User avatar
Captain oaktown
 
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Postby mibi on Wed Jan 30, 2008 10:02 pm

oaktown wrote:Nice to see this is back on track.

My two cents:

The Gas Chamber has no territory title. I know that it's mentioned in the legend, but somebody might not pick up on that right away. Better safe than sorry.

yeah i kinda like it how its got no title... its kind of an inside thing, seeing as no prisoner has seen the gas chamber and survived, yet they all know its there. It's also very obvious from the legend. And its a bit cramped to put in "gas chamber" in there, as well as being a little too pedestrian for such an ominous place.


Has anybody tried to calculate the odds of starting the game with some gang bonuses? We'd need to know how many members there are in each gang - if it's a lot, starting with four - or even even - would be pretty common, giving an advantage to the player who goes first.

I have tried to get people to calculate the bonuses but they all claim the math is too hard. It's beyond my math skills so it can be a challenge to anyone who wants to pick it up.

The concept of "rooms" is a bit confusing when it comes to the guards in the wings... is each guard in his own room? Can 101 hit 104? Because usually the walls are a heavier graphic, and the single black lines are doors, but in the guard areas the single black lines look like walls.

Guard 101 cannot attack Guard 104 because they are not touching. It seems pretty obvious to me. I had them staggered like that because in an earlier draft it had the guards all orderly but it created some nasty bottle necks and having one guard hold in four cell mates. It's not too pretty this way but its functional and helps the gameplay a alot.


003 and 004: couldn't hurt to put two arrows on each guard tower, to make it clear that they can hit anybdy on the yard. And woud it make more sense for them to bombard the guys on the yard rather than attack?

"The Hole: -1" - i totally get that it's -1 per cell in the hole, but maybe you should say that or else somebody might think you have to hold the entire thing to get the minus. And with each of those being starting terits it could put somebody at an early disadvantage based on the initial drop.

Your right, adding 'per cell' would clear that up. Perhaps, I could drop the -3 max thing and make the hole start neutral. This map was started before neutrals were in effect.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby yeti_c on Thu Jan 31, 2008 4:39 am

90 starts
/8 = 11
/7 = 12
/6 = 15
/5 = 18
/4 = 22
/3 = 30

So 1 persons chance of getting a particular square = 0.111

Of the 90 15 are of one gang...

So that's a 0.066 chance of getting a member of a specific gang?

So 0.066 * 0.066 = 0.004 = 0.4% of getting 2 gang members the same?
So 0.066 * 0.066 * 0.066 * 0.066 = 0.000018974736 = slim chance of getting 4 gang members...

0.4*11 = 4.4% of getting 2 gang members with 8 players...
0.4*12 = 4.8% of getting 2 gang members with 7 players...
0.4*15 = 6% of getting 2 gang members with 6 players...
0.4*18 = 7.2% of getting 2 gang members with 5 players...
0.4*20 = 8% of getting 2 gang members with 4 players...
0.4*30 = 12% of getting 2 gang members with 3 players...

0.002*11 = 0.022% of getting 4 gang members with 8 players...
0.002*12 = 0.024% of getting 4 gang members with 7 players...
0.002*15 = 0.03% of getting 4 gang members with 6 players...
0.002*18 = 0.036% of getting 4 gang members with 5 players...
0.002*20 = 0.04% of getting 4 gang members with 4 players...
0.002*30 = 0.06% of getting 4 gang members with 3 players...

Of course I could've chuffed those figures up completely...

Somone let me know...

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby edbeard on Thu Jan 31, 2008 5:06 am

Edit: I just remembered you need to hold the gang leader for a bonus so even though most of my post below is relatively worthless already, this makes it even more worthless. I'll think about it tomorrow if you want.



8 players chances of having 2 from a specific gang


(5 choose 1) (15 choose 2) (75 choose 9) / (90 choose 11)


8 players chances of having 3 from a specific gang

(5 choose 1) (15 choose 3) (75 choose 8 ) / (90 choose 11)


Problem is you could have 2 or 3 or 7 from another gang. It's probably not something I can do at the moment since I'm tired. But, I'll think about it later if it's important.

I don't have a calculator with a nCr function on it so someone else that knows what I'm talking about can do the math


I'm not 100% positive that I'm right since I often mess up 'simple' probability stuff like this.


simple in quotes because this should be simple for me but might not be for others
User avatar
Lieutenant edbeard
 
Posts: 2501
Joined: Thu Mar 29, 2007 12:41 am

Postby Coleman on Thu Jan 31, 2008 4:48 pm

oaktown wrote:Has anybody tried to calculate the odds of starting the game with some gang bonuses? We'd need to know how many members there are in each gang - if it's a lot, starting with four - or even even - would be pretty common, giving an advantage to the player who goes first.


I think like the airplanes in Pearl Harbor it will be very common. The difference here is that except for New Fish you must hold the leader to gain any bonus. The odds of holding that specific territory and enough of others in the same type isn't very big in 4 player and up games. I know not very big isn't that specific, I believe it's 10-15%.

3 player games is a different matter... But that's the problem with bigger maps.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby oaktown on Sat Feb 02, 2008 6:58 pm

i missed the part about the gang leaders... my bad.

As for the gas chamber, I like the idea of keeping the title off, but you could make it more easily identifiable and have some fun with it - maybe a skull and crossbones? A light cloud above the army cirlce?

Better yet, change it to the electric chair, which seems like a nastier way to die anyway - lose the army circle and replace it with an army chair.
User avatar
Captain oaktown
 
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Postby sam_levi_11 on Tue Feb 26, 2008 4:07 pm

i like it, id play it already.
User avatar
Sergeant 1st Class sam_levi_11
 
Posts: 2872
Joined: Mon Dec 11, 2006 2:48 pm

Postby FreeMan10 on Tue Feb 26, 2008 4:56 pm

mibi- come back or the inmates will riot!

Seriously, I know Mibi announced his semi-retirement/sabbatical, but has anyone been in touch with him?

No disrespect to Mibi, 'cause he does great work, but do you think he'd allow someone to take over for him with him having veto power over changes? I'd offer, but you don't want to see the graphics I'd come up with... It'd make this great map look... not so great. :(

I only suggest because this is a great looking map and I'm really selfish and I want to play it ASAP!!!
User avatar
Cadet FreeMan10
 
Posts: 152
Joined: Wed Jan 23, 2008 12:48 pm
Location: On The Road

Postby edbeard on Tue Feb 26, 2008 7:36 pm

he said he's going to finish all the projects that are in progress.

this includes Iraq, Supermax, and even Skyscraper
User avatar
Lieutenant edbeard
 
Posts: 2501
Joined: Thu Mar 29, 2007 12:41 am

Postby FreeMan10 on Wed Feb 27, 2008 8:36 am

I know, I know, I know... I'm just getting impatient.

sigh...


/sits on hands and quits complaining.
User avatar
Cadet FreeMan10
 
Posts: 152
Joined: Wed Jan 23, 2008 12:48 pm
Location: On The Road

Postby mibi on Wed Feb 27, 2008 10:50 pm

I'll update this weekend. Been busy.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby gimil on Wed Feb 27, 2008 10:52 pm

mibi wrote:I'll update this weekend. Been busy.


He returns :shock:

How you doing big guy?
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Postby yeti_c on Thu Feb 28, 2008 2:22 am

mibi wrote:I'll update this weekend. Been busy.


Sweet.

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby FreeMan10 on Thu Feb 28, 2008 9:15 am

Yay!!! mibi's back!!!!


=D> \:D/ =D> \:D/ =D> \:D/ =D> \:D/ =D> \:D/ =D> \:D/


He must be done with his budget map. I wonder when we're going to see the first draft of the graphics? How many territs & continents are there gonna be?? :lol:
User avatar
Cadet FreeMan10
 
Posts: 152
Joined: Wed Jan 23, 2008 12:48 pm
Location: On The Road

Postby EatMeat on Fri Feb 29, 2008 9:37 am

nice
i would like to play these one =)
Sergeant 1st Class EatMeat
 
Posts: 6
Joined: Wed Jan 09, 2008 5:45 pm

Postby mibi on Sat Mar 01, 2008 12:51 pm

Update:
1.Legend rewording.
2. The hole cells now start neutral and there is no -3 limit.
3. gas chamber is more opaque, gassier.
4. other slight changes

Large blank:
Image

Large with neutrals:
Image

Small blank:
Image

Small with digits; yeah its damn tight in there, its prison ffs!
Image

I can't guarantee timely updates after this... so hopefully this one as some legs.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby yeti_c on Sat Mar 01, 2008 1:01 pm

Reckon we just need the C-man to write the XML!

C.
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby mibi on Sat Mar 01, 2008 1:23 pm

repost for new page///

mibi wrote:Update:
1.Legend rewording.
2. The hole cells now start neutral and there is no -3 limit.
3. gas chamber is more opaque, gassier.
4. other slight changes

Large blank:
Image

Large with neutrals:
Image

Small blank:
Image

Small with digits; yeah its damn tight in there, its prison ffs!
Image

I can't guarantee timely updates after this... so hopefully this one as some legs.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby whitestazn88 on Sun Mar 02, 2008 4:44 am

looks sick buddy.

i dunno if this has ever been asked before, but is the gas chamber a neutral start?
Lieutenant whitestazn88
 
Posts: 3128
Joined: Mon Feb 05, 2007 2:59 pm
Location: behind you

Postby mibi on Sun Mar 02, 2008 9:23 am

whitestazn88 wrote:looks sick buddy.

i dunno if this has ever been asked before, but is the gas chamber a neutral start?


yes, starts as 6 neutral. see the second omage for neutral territories.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby edbeard on Sun Mar 02, 2008 5:48 pm

are you missing a black separation line between 601 and Door?


I'm a bit concerned about when the XML will be done. No offense to Coleman but he's been extremely busy lately so I'm not sure if this will/can be done anytime soon. I'm very busy too so I might not be one to talk but it's something to ponder since I think the map is done. Maybe he's already working on it and/or has plans to do it though hopefully.
User avatar
Lieutenant edbeard
 
Posts: 2501
Joined: Thu Mar 29, 2007 12:41 am

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users