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Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb
Posted: Thu Feb 12, 2009 5:44 pm
by Qwert
new update-small changes.
Also i add neutral.(just for examle,i dont put in all territory)
[bigimg]http://i195.photobucket.com/albums/z188/Maqerdan/kockice312feb.png[/bigimg]
Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb
Posted: Thu Feb 12, 2009 7:00 pm
by bryguy
qwert wrote:by InkL0sed » Thu Feb 12, 2009 1:57 am
Why don't you make every border one-way? That would make the map a real puzzle to navigate.
I dont know,these can be then to much complicate for people,because you have 256 square,and you can make some mistakes,expecialy when you miss a right road, and i must say these can be puzzle to me if i try to create one way,and that nobody have any advantage,and that have same distance to hes colours.
But if many people wants to be one way road,i can create that.
Only one way borders are a great idea, but then this map might be used for n00b-farming, which isn't allowed
how about if the outer 2 rows are all 2 way, and the rest are 1 way? (excluding of course the colors)
Re: Puzzle Labyrint-last map -new update-page 1-3.......10 feb
Posted: Thu Feb 12, 2009 7:22 pm
by chipv
InkL0sed wrote:Why don't you make every border one-way? That would make the map a real puzzle to navigate.
Hi, Ink. Draknor already has one way borders on every territory. I haven't played it yet but I am wondering how the gameplay would vary
if you added in starting positions / neutrals.
qwert, the special bonus was just a small idea.
If you label the map like this:
__1_2_3_4_5....
1
2
3
4
5
Then each territory is uniquely named by its numbered x-y coordinates. So the top left territory name is 11. The one to the immediate right of that is 12 etc.
So now you can give a bonus based on the numbers in these x-y coordinates (not the same as map coordinates)
For example in the above diagram
Bonus of +3 if hold all territories with x-y coordinates that add up to 5
means you must hold
14,
23,
32,
41
which is a diagonal.
(
__1_2_3_4_5....
1_______x__
2_____x____
3___x______
4_x________
5
)
Or
Bonus of +2 if hold all territories with y coordinate = double x coordinate
means you must hold
12
24
You can use any maths you like involving numbers so you can make this bonus simple or complicated and the xml will still
be a fixed list of territories per bonus.
This makes the bonus a bit more puzzle-like and will affect the gameplay.
Re: Puzzle Labyrint-last map -new update-page 1-4.......12 feb
Posted: Thu Feb 12, 2009 8:15 pm
by Qwert
Hi, Ink. Draknor already has one way borders on every territory. I haven't played it yet but I am wondering how the gameplay would vary
if you added in starting positions / neutrals.
qwert, the special bonus was just a small idea.
If you label the map like this:
__1_2_3_4_5....
1
2
3
4
5
Then each territory is uniquely named by its numbered x-y coordinates. So the top left territory name is 11. The one to the immediate right of that is 12 etc.
So now you can give a bonus based on the numbers in these x-y coordinates (not the same as map coordinates)
For example in the above diagram
Bonus of +3 if hold all territories with x-y coordinates that add up to 5
means you must hold
14,
23,
32,
41
which is a diagonal.
(
__1_2_3_4_5....
1_______x__
2_____x____
3___x______
4_x________
5
)
Or
Bonus of +2 if hold all territories with y coordinate = double x coordinate
means you must hold
12
24
You can use any maths you like involving numbers so you can make this bonus simple or complicated and the xml will still
be a fixed list of territories per bonus.
This makes the bonus a bit more puzzle-like and will affect the gameplay.
I think that im understand what you mean,but dont you think that these can be to much comlicated(young players) to figure these formula?
Only one way borders are a great idea, but then this map might be used for n00b-farming, which isn't allowed
how about if the outer 2 rows are all 2 way, and the rest are 1 way? (excluding of course the colors)
To much complicated map,will only help for some player to be specialist, and i think that one way will be not good. Yes can be chalenging to play,but can be to much hard,exspecialy for new players.
I play one game on City mogul,and lost very fast,because to much complicated.
Re: Puzzle Labyrint-last map -new update-page 1-4.......12 feb
Posted: Sat Feb 14, 2009 11:36 am
by Qwert
ok,these is experiment with one way attacks-so what you mean
[bigimg]http://i195.photobucket.com/albums/z188/Maqerdan/jedansmerexperiment.png[/bigimg]
Re: Puzzle Labyrint-last map -one way attack experiment-page 1-4
Posted: Fri Feb 20, 2009 8:27 pm
by MrBenn
Perhaps rather than having ALL one-way attacks, you could use them a bit more sparsely?
Re: Puzzle Labyrint-last map -one way attack experiment-page 1-4
Posted: Sat Feb 21, 2009 7:11 am
by Qwert
by MrBenn » Sat Feb 21, 2009 3:27 am
Perhaps rather than having ALL one-way attacks, you could use them a bit more sparsely?
well these look very comlex gameplay,if you have some sugestions i will happy to add.
Re: Puzzle Labyrint-last map -one way attack experiment-page 1-4
Posted: Sat Feb 21, 2009 2:52 pm
by mibi
Will this map be enjoyable to play?
Re: Puzzle Labyrint-last map -one way attack experiment-page 1-4
Posted: Sat Feb 21, 2009 6:24 pm
by bryguy
qwert wrote:by MrBenn » Sat Feb 21, 2009 3:27 am
Perhaps rather than having ALL one-way attacks, you could use them a bit more sparsely?
well these look very comlex gameplay,if you have some sugestions i will happy to add.
How about some two way attacks? or half two way half 1 way?
btw, idk if I ever said it, but how about if like the first 3 rows were all 2 way (except colors) and everything else was 1 way? that way, the farther in you go, the harder it is?
Re: Puzzle Labyrint-last map -one way attack experiment-page 1-4
Posted: Sat Feb 21, 2009 7:05 pm
by Qwert
by mibi » Sat Feb 21, 2009 9:52 pm
Will this map be enjoyable to play?
Well,these is very complex question,because i realy dont know what people think, for some people map will be great,for some people map will be bad, like in all previous maps.
bryguy
How about some two way attacks? or half two way half 1 way?
btw, idk if I ever said it, but how about if like the first 3 rows were all 2 way (except colors) and everything else was 1 way? that way, the farther in you go, the harder it is?
Bryguy i belive that in page 1 you have update map without any connection,please copy and then fill with your example,i belive that these is best way to understand what you mean

Re: Puzzle Labyrint-Abandoned
Posted: Tue Mar 03, 2009 6:01 pm
by Qwert
Well i know that you very fast MrBenn when need to kick something so Move these to recycle bin, im finish with these idea.
Re: Puzzle Labyrint-Abandoned
Posted: Tue Mar 03, 2009 6:52 pm
by tlane
I really like this map idea, granted this would be a very hard map to play i do not think this should be abandoned
tlane
Re: Puzzle Labyrint-Abandoned
Posted: Wed Mar 04, 2009 10:26 am
by oaktown
qwert wrote:Well i know that you very fast MrBenn when need to kick something so Move these to recycle bin, im finish with these idea.
thread moved, as per mapmaker's request.