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WingCmdr Ginkapo wrote:Ok so crazy conditional borders, but sounds doable.
Music question - How many chords share fret positions? You can illustrate the required fret positions for each note with a colour coding system, but this will get complicated if multiple chords share fret positions.
hjelp wrote:I don't get it all yet but I like the idea.
" chords in the song table can only be assaulted by the picks; can't reach each-other"
I'm not sure I follow what you mean ?
hjelp wrote:You Really Got Me (Kinks)
Perhaps use F5, G5 A5, C5 and D5 ?
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Wild Thing (The Troggs)
Perhaps use A D E D G A ?
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It might be possible to have, let's say 16 songs.
Each time the map is loading then 4 songs randomly will be chosen from them.
Will be a new map each game. Depends on if a random number programming will be compatible. I think it is but I'm not sure.
The last thing to load will then be the songs ?
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The main battles will be using the fret-positions on the guitar ??
gigi_b wrote:hjelp wrote:It might be possible to have, let's say 16 songs.
Each time the map is loading then 4 songs randomly will be chosen from them.
Will be a new map each game. Depends on if a random number programming will be compatible. I think it is but I'm not sure.
The last thing to load will then be the songs ?
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Hmm..although this approach would be appreciated from "map-novelty"/dynamics perspective, I'm thinking that there might be technical issues that would make the implementation difficult/impossible. For this to work, the map design should be dynamic (so the actual image must change). There's no way to make static maps for all available combinations (in the 4 from 16 song scenario that would mean > 1800 map).
As far as I saw the only dynamic part of maps are the playable terts....I really have no idea if your suggestion has been tried before or if it's supposed to work in theory. Anyway this would be an improvement to make after there is a playable map that works and we're far from that at this point...The main battles will be using the fret-positions on the guitar ??
Yes, I'm thinking that the main action will go on the fretboard where each player tries to make chords and reach/attack the goal (chords of "song" in Song Table). Probably there would also be the stacking strat where you stack you pick and go for 2 tuning keys and try an elimination (similar to Baseball map if you're familiar with it). Or simply destroy a whole string of notes by getting its corresponding tuning key.
hjelp wrote:But if - The first thing to make will be the "static map". This map will exits independently of the chosen "songs".
The image for the "songs" is separated from the image of the "static map". So the loading of the songs will be no problem it will only work on the chosen image in the programme ??
-> So you will have 1 "static map" but all possible combinations of 4 out of 16 songs and the chosen amount of players for that game ?
Unless you want to have different amounts of frets but then if more players and more frets then each player won't get fewer terts as an initial drop ?
-> Static amount of frets decided from the chords from the song having the largest amount of chords ?
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Are you going to have 4 songs regardless of 2,4,6 or 8 players ?
WingCmdr Ginkapo wrote:Gameplay query.
Is the best gameplay to stack your pick until you can talk the required fret positions and then song chord in one go? Certain positions on the fretboard should not be directly attackable from the pick. I'd suggest that no chord fret position should be attackable straight from the picks.
hjelp wrote:- Perhaps bonus using pentatonic scales ? partly ?
- Chords are neutrals, are they n5 or n2 or ..?
- When battle on the frets, will there be all neutrals from the start? --> Very dice dependence from the start. If good dice from the start, then it will be difficult to catch up ?
- All frets borders as a "cross", possible to attack ?
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