Moderator: Cartographers

gdeangel wrote:I don't think AoR I and Feudal should be considered together among the "highest complexity" maps. They are only complex once you initially understand the setup, but after than, the actual strategy is pretty simple in most cases. They have an intimidation factor for noobs because they have unconventional rules, but putting them as complex in a searching filter would just mean that these easiest places to start the castle type maps would get overlooked as beginners explore the site. They should be moderate IMHO.
I don't have a problem with these 3 categories as you've defined them, except that I think it's not nuanced enough. Adding a fourth category makes it so that someone looking at this list can better see where they fit skill-wise. Yes, adding an extra rule makes things a bit harder for us right now, but in the end I think it will produce a better list and will be more helpful to anyone looking at this, especially newbs. If you disagree, what I wrote below will be useless.edbeard wrote:The RULES:
Simple - maps that either contain no xml/gameplay quirks or contain less than several one-way borders.
Moderate – maps that contain a few xml/gameplay quirks but for the most part stay true to the ‘classic’ style gameplay
Complex – maps that either contain many xml/gameplay quirks, stray far from classic style gameplay, contain xml/gameplay quirks which are considered ‘complex’ by themselves, or have a presentation that is deemed to be potentially confusing
Four categories leaves enough space for the maps that you can't decide which category they belong in.1) Simple - If you understand risk you can just read the continent values, and jump in and play.
2) Moderate - If you understand risk you can understand this, but you'll need to read a rule or two in the legend first to get it. You could probably still jump in and play and be alright though.
3) Complex - It can be understood, but it make take you some reading and a bit of playing before you fully get it, there are many rules. Can't just jump in and play without reading or you'll miss things.
4) Extreme - You pretty much need BOB or have an avid background in strategy games before you can understand this map. Even with reading through all the rules you could still be confused and miss things without several play throughs.

How about calling them non-standard gameplay features?edbeard wrote:regarding another thing you said ...
right now xml/gameplay quirks is how I've said it but we can come up with a better way to make it meaningful to a lay person
I argued for 4 groups and gave reasons for it. And Zeak did the same.edbeard wrote:no one has made a good argument as to why four groups is superior to three

wcaclimbing wrote:I argued for 4 groups and gave reasons for it. And Zeak did the same.edbeard wrote:no one has made a good argument as to why four groups is superior to three
Were our arguments not good enough?
I think we might be differing in our goals with these lists.edbeard wrote:wcaclimbing wrote:I argued for 4 groups and gave reasons for it. And Zeak did the same.edbeard wrote:no one has made a good argument as to why four groups is superior to three
Were our arguments not good enough?
see the post I made before this one

actually them being in the highest of 3 levels makes the most senseNight Strike wrote:I'm thinking 4 would be better because it actually provides a bit more justification for just picking a category for those maps that are on the border. When trying to get from the bottom of the stairs to the top, having only 3 steps makes each one much farther apart than if there were 4 steps. It's much easier to see Feudal or AoR1 in the 3rd level of 4 than it would be to see them in the middle of 3 levels.
I think you're drawing an arbitrary line here. You can see the distinction between "a few different rules" and "staying far" but not between "straying far" and "straying very far"? I don't know what else to say, then, if you are unable to even understand where we're coming from.edbeard wrote:Again, I don't see why someone that's played many or most of the maps needs to be told how complex these maps are.
basically
simple - very much like risk
moderate - like risk but possibly with a few different rules and gameplay quirks
complex - strays far from a standard risk game
how the heck can you do that with four groups and have it make sense without being arbitrary?
complex - strays far from a standard risk game
extreme - strays REALLY far from a standard risk game
I would make the case, and most other people who have posted in this thread seem to agree with me, that A is less complex than B. In A, the complexity occurs at the start - past that, gameplay follows classic rules. Though a player may be confused at the start, once he gets his bearings he should be okay. With B, a new player may constantly have to refer to the rules and it may take a long time (multiple games, even) to get his bearings/fully understand how the attack routes or bonuses work. Because of that, I think B is more complex than A, while both are more complex than a map like Scotland.edbeard wrote:the problem is your guys' distinction between far and very far is arbitrary
A. start on one territory and expand vs B. having a ton of rules and starting neutrals all over the place?
which goes further from standard gameplay?
I think any reasonable person will agree they both go stray further than a map like Scotland. Reasonable people will disagree about A and B.
I disagree because a map like AOR, I only start with one territory which is totally different than how a classic game works. A map like Supermax might have strange bonuses and rules but I get bonuses via group like a classic game.ZeakCytho wrote:I would make the case, and most other people who have posted in this thread seem to agree with me, that A is less complex than B. In A, the complexity occurs at the start - past that, gameplay follows classic rules. Though a player may be confused at the start, once he gets his bearings he should be okay. With B, a new player may constantly have to refer to the rules and it may take a long time (multiple games, even) to get his bearings/fully understand how the attack routes or bonuses work. Because of that, I think B is more complex than A, while both are more complex than a map like Scotland.edbeard wrote:the problem is your guys' distinction between far and very far is arbitrary
A. start on one territory and expand vs B. having a ton of rules and starting neutrals all over the place?
which goes further from standard gameplay?
I think any reasonable person will agree they both go stray further than a map like Scotland. Reasonable people will disagree about A and B.

