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New Map Idea-Cruise Control [Vacation]

PostPosted: Wed Feb 21, 2007 6:23 pm
by WidowMakers
Image

This is an idea I have had about making a cruise ship map. Instead of bonuses for continents we have decks. There are 9 different "decks". The atrium and bridge really share decks with others but for right now this is how I made it.
To move about between decks, there are 2 methods: stairs and elevators. The stairs are considered a room that needs to be occupied to hold a particular deck for bonus. An elevator is not. There are 10 separate stair rooms on this map. Therefore they count as 10 possible places troops can go. However, in the case of the elevators, there are 4. But 2 separate players cannot hold the elevator on both the Lido and Main deck so holding an elevator is not required to hold the bonus for a deck.
Elevators would work by displaying the total number of troops for a particulate elevator shaft at the top of that shaft. As far as game play goes here is how they would work. If you occupy an elevator and want to attack another player from it you would simply push the floor you wish to attack. Once the doors open the dice roll. After the battle if you win you decide how many troops exit the elevator and vice versa. If someone want to attack the elevator from another floor they simply "push" the button and the attacks happen.
Just keep in mind that each elevator shaft can attack any floor is touches but only the top floor shows the troops inside it.
Listed below are the number of rooms/stairwells per deck

Deck……………...…..Rooms…….Stairwells……….Boarders
Atrium……….…..…..6………………...0………………...10 (including 1 Elevator)
Main…………….....….9………………...2………………...4 (including 2 Elevators)
Riviera…………..…..8………………...2………………...4 (including 2 Elevators)
Empress (Fore)….6………………...1………………...5 (including 1 Elevator)
Empress(Aft)………5………………...1………………...3 (including 1 Elevator)
Lido (Fore)..........4………………...1………………...3 (including 1 Elevator)
Lido (Aft)............4………………...0………………...2
Sun (Fore)..........3………………...1………………...3 (including 1 Elevator)
Sun (Aft)............3………………...0………………...1
Engine Room......4………………...1………………...2 (including 1 Elevator)
Sky...................3………………...1………………...2 (including 1 Elevator)
Bridge...............3………………...0………………...1

I know that there is a lot to do still.
What do you think? Is the concept good or should I stop?

BTW. The map is the same size at World 2.0

PostPosted: Wed Feb 21, 2007 6:27 pm
by AndyDufresne
Interesting, I'll look over it and consider it more...

But definitely TRY not make this map the size of World 2.0 ... if at all possible :)


--Andy

PostPosted: Wed Feb 21, 2007 8:35 pm
by Backglass
Will there be nude sunbathing allowed on the Aft Sundeck?

Just curious...

PostPosted: Wed Feb 21, 2007 8:42 pm
by Sargentgeneral
can someone please get my back, it always burns so easily.

PostPosted: Wed Feb 21, 2007 10:16 pm
by KEYOGI
First problem I see is the map is just too big. It takes up the whole window on my 19" monitor running 1280x1024.

PostPosted: Thu Feb 22, 2007 2:14 am
by Captain Crash
Idea sound.
How about extra bonus for control of bridge and engine room?
I.e. disproportionate bonus for each to make them worth fighting for and then extra again on top of that for for holding both.
Hold both and you effectively control the ship.

cheers

8)

PostPosted: Thu Feb 22, 2007 3:13 am
by Coleman
I'm slightly confused about the bonuses. And upset I didn't think of this first.

Anyway, if I control the entire Sun Deck am I getting 5 or 3?

PostPosted: Thu Feb 22, 2007 4:01 am
by Wisse
nice idea just like your mountains map ;)

PostPosted: Thu Feb 22, 2007 8:42 am
by WidowMakers
The bonuses are really just there for looks right now. I know there is a lot of work to do on this map. I just wanted to get it out there and see if people were interested. I like to have my maps (even though this is only my 2nd) designed beyond the sketch phase. That way people don't need to imagine what I am talking about. They can see the concept in a form very close to what I am designing.

I designed it to be more of an expert type map. Not because of how it plays, but of how a person needs to visualize the board to make better moves. Thinking in 3D, making desicions based on things happening on different levels and being able to understand the concept of the elevators are not for everyone.

If people want me to continue, great. If not I have about 5 other ideas in my head too.

Any suggestion as to how I can shrink the map but at the same time keep the overall idea of a ship (many decks) would be appreciated. Thanks again

PostPosted: Thu Feb 22, 2007 9:07 am
by MR. Nate
I like it, despite the fact that I'd probably lose every time I played it. Is there bonus for stairs? I know they're considered part of each deck, but they seem to group together in my mind. What are the white squares in the middle of the Atrium?

The map is too big, but you could perhaps narrow the ship a bit to shorten the map. If you shave a little off each side, you won't lose playability, but you could shorten the map by quite a bit.

I like Captain Crashes Idea. Because the Bridge & engine room are on opposite ends of the ship, and have almost no access to one another, it would make it interesting to have a nice size bonus for the combination of the two.

PostPosted: Thu Feb 22, 2007 3:43 pm
by Wisse
WidowMakers wrote:The bonuses are really just there for looks right now. I know there is a lot of work to do on this map. I just wanted to get it out there and see if people were interested. I like to have my maps (even though this is only my 2nd) designed beyond the sketch phase. That way people don't need to imagine what I am talking about. They can see the concept in a form very close to what I am designing.

I designed it to be more of an expert type map. Not because of how it plays, but of how a person needs to visualize the board to make better moves. Thinking in 3D, making desicions based on things happening on different levels and being able to understand the concept of the elevators are not for everyone.

If people want me to continue, great. If not I have about 5 other ideas in my head too.

Any suggestion as to how I can shrink the map but at the same time keep the overall idea of a ship (many decks) would be appreciated. Thanks again


this map is even better than your king of the mountains map so go on :)

PostPosted: Thu Feb 22, 2007 4:02 pm
by everywhere116
I love the multi levels idea, makes people think in the third dimension.

PostPosted: Thu Feb 22, 2007 4:03 pm
by spinwizard
Looks confusing! i dont think i would play it

PostPosted: Thu Feb 22, 2007 5:48 pm
by Big Jon
I think that map would be very hard to play on and I love it. I think that it would make you think on a whole new level of how to play.

PostPosted: Thu Feb 22, 2007 6:04 pm
by WidowMakers
Right now there are 72 territories or "rooms" as I will call them for this map. So there are 58 rooms, 4 elevators and 10 stairwells. I know I will probably need to eliminate some of the rooms to make it easier to read/see. I could make the sections smaller and lay them end to end. This would make the map slightly wider bu not as tall. What does everyone think? Again I really don't want to take out any of the decks.

Thanks again for the input.

PostPosted: Thu Feb 22, 2007 6:35 pm
by btownmeggy
Awesome idea, but I definitely agree that perhaps it's way too many territories.

PostPosted: Fri Feb 23, 2007 2:01 am
by santon836
Really AWESOME!
I like the idea very much.
I don't think there are too much territory's.
If you make it an expert map, why shouldn't you?
Are the elevators and stairwells seperate country's?

And, I noticed that empress deck's legend color is different as the color on the 'vertical' ship...

(maybe there could be 3 sizes for this map... I would appreciate...)

PostPosted: Fri Feb 23, 2007 2:06 am
by oaktown
interesting idea. the two factors that would keep me from playing this map are (1) too many territories and (2) the map is just way too large vertically. You can painlessly take care of both issues by just eliminating a deck - nobody would even know.

PostPosted: Fri Feb 23, 2007 2:08 am
by santon836
Isn't resizing possible?
It wouldn't be nice to map to steal it's deck.. :D

PostPosted: Fri Feb 23, 2007 2:27 am
by Coleman
oaktown wrote:(2) the map is just way too large vertically. You can painlessly take care of both issues by just eliminating a deck - nobody would even know.


This map is the exact same size as World 2.0. He doesn't need to eliminate a deck. What may help is having the map at the bottom instead of at the top. Although, I don't like what that would do to the look of the map.

PostPosted: Fri Feb 23, 2007 6:06 am
by WidowMakers
santon836 wrote:Really AWESOME!
I like the idea very much.
I don't think there are too much territory's.
If you make it an expert map, why shouldn't you?
Are the elevators and stairwells seperate country's?

And, I noticed that empress deck's legend color is different as the color on the 'vertical' ship...

OK I will fix the color issue. And yes each elevator shaft is its own country.
But each separate stairwell is its own country too. But currently you need the stairwell to gain bonus for each deck, you don't need the elevator.

oaktown wrote:interesting idea. the two factors that would keep me from playing this map are (1) too many territories and (2) the map is just way too large vertically. You can painlessly take care of both issues by just eliminating a deck - nobody would even know.


Or I could put the sun deck and the Sky deck sections side by side instead of on top of each other. I was hoping to keep the sections stacking vertically as the rise through the ship but this helps with the height.

I will post another pick with these changes tonight.

PostPosted: Fri Feb 23, 2007 6:16 am
by ViscountGort
in general i don't like maps that are weird concepts like this (i.e. CCU-type maps), but this one is superb. i really like it, looking forward to seeing it progress. :D

PostPosted: Fri Feb 23, 2007 6:27 am
by w3a2
looks silly.

also, where's the gang-raping quarters?

PostPosted: Fri Feb 23, 2007 8:33 am
by Jarunik
I think the Decks should be made 3D like. So you can remove the Top Image.

I don't know how to explain it in english but i think this image gives an idea how:

Image

So the Decks should be tilted and stapled above each other.

Another Image about what i mean:

Image

This way you could make the 3d Aspect stronger.

And another example of the layer idea:

Image

I thinks that would look better and not so flat.

You get more space because the rooms in the back are smaller, but you get more problems naming them and place the armies. I am sure you can deal with that somehow. :)

You should make sure to avoid this big blank area of the lowest deck, that you have on your map right now. :)

PostPosted: Fri Feb 23, 2007 10:04 am
by oaktown
the 3-d look would be great - it would better convey how one attacks from deck to deck. You could even have an arrow pointing from section to section. I recognize it would be WAY more work.

I like the elevators being territories, but maybe the stairs don't have to be? Just attack from section to section directly.

As for this map being fine because it's the same size as world 2.0 - I don't play that map either. I know that plenty of people do, and it's a personal choice, but I find it frustrating to play maps where readability is an issue. I've lost games because an attack route was impossible to see (Italy attacked from WHERE?) or because I didn't notice a Sri Lanka. :(