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Developing a "Chess" map, Need testers.: 7/20/2012 17:17:54

Knugen
Level 7
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Hello, the chess map is the first map that I have started to developed and I have some things to change before I make it "public". My question-marks right now are:

1.Are the Bonus links correct? (because when looking they say "missing link" name should be "bonuslink_X", When changing name (adding the missing part) the "missing link" is still there name should be "bonuslink_X_bonuslink_X", but when playing the bonuses work as they should)

2. Is there any other distribution modes that I should add? (for example I have not added "cities" and "warlord")

3. Is there any center that is to close to any boarder, so the army numbers is shown in its territory?

4. Anything else?



The link to the Map: http://warlight.net/SinglePlayer.aspx?PreviewMap=14920
Developing a "Chess" map, Need testers.: 7/20/2012 17:31:36

RvW 
Level 54
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We cannot see centre points yet, but there is a button in the map editor which will place example army numbers in each territory so you can see for yourself.
Developing a "Chess" map, Need testers.: 7/20/2012 17:41:23

Darth Mylor {Warlighter}
Level 13
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what you should do is that depending on which place you start in, you move differently. For example, the bishops starting place only makes you go diagonaly, the king can move anywhere i place away, and so on.
Developing a "Chess" map, Need testers.: 7/20/2012 18:49:40

Knugen
Level 7
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RvW: Ok, used the show example armies.

Mylor Thricedamned {Warlighter}: ok, right now the territories have its boarders to the territories around. I understand your idea, but for example the Bishops should they just go one territory at the time in the diagonal direction or should they be able to move more territories in one step

ex. "c1" - "e3" (one turn), or should it be "c1"-"d2"-"e3" (two turns). What whould make the game so fair and fun as possible?
Developing a "Chess" map, Need testers.: 7/20/2012 19:03:21


Turing
Level 46
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I'm pretty sure there's already a chess map out there.
Developing a "Chess" map, Need testers.: 7/20/2012 19:05:18

Knugen
Level 7
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♦CPU♦CEBearsfan: haven't check, but is just so I learn if there is an existing map that is highly rated I may not make this one public :)
Developing a "Chess" map, Need testers.: 7/20/2012 19:08:33


Turing
Level 46
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Here it is: http://warlight.net/Map.aspx?ID=1256

I haven't ever played it, so I can't say much about the gameplay.
Developing a "Chess" map, Need testers.: 7/20/2012 19:14:36


Ⓖ. Ⓐrun 
Level 57
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ill test
Developing a "Chess" map, Need testers.: 7/20/2012 19:17:25


Moros 
Level 50
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1. You don't have any bonuslinks, that's the problem. You do have bonuses, but there are no visible links. Could you please tell if you even intended to add links?
Developing a "Chess" map, Need testers.: 7/20/2012 19:35:57

Knugen
Level 7
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♦CPU♦CEBearsfan: the territories in that game was based on chess piece, this map is based on the squares on the board, which mean more territories and different Bonus systeam, so it will be a totally different game.
Developing a "Chess" map, Need testers.: 7/20/2012 19:42:26

Darth Mylor {Warlighter}
Level 13
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Ill test as well. My question is when do we test it?
Developing a "Chess" map, Need testers.: 7/20/2012 19:54:17

Knugen
Level 7
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I will invite the testers to a multiday play.

Bonuslink will be added, they are missing because i just found out how to add them. They will be added at the side.
Developing a "Chess" map, Need testers.: 7/20/2012 19:56:02

Knugen
Level 7
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*they will be added after the test games, so during the test games I will fix with the svg-file on my computer
Developing a "Chess" map, Need testers.: 7/20/2012 20:01:24


szeweningen 
Level 60
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Could I request szeweningen distribution mode? After the pawn formation in my profile picture ;)
Developing a "Chess" map, Need testers.: 7/20/2012 21:30:24

Knugen
Level 7
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szeweningen (retiring) : ok
Developing a "Chess" map, Need testers.: 7/20/2012 21:51:37


myhandisonfire 
Level 54
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A boring profile picture i have to say sze :(
not that i find chess boring, just ... ah well.
Developing a "Chess" map, Need testers.: 7/20/2012 21:56:33


szeweningen 
Level 60
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I'll give you access to my account soon, you will be able to change it to sth less boring then ;) Hopefully not sth i'll get banned for...
Developing a "Chess" map, Need testers.: 7/20/2012 23:03:12


BearsBeetsBattlestarGalactica
Level 20
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How did you make the SVG? I assume you used Inkscape? I have a thought... If you used the rectangle tool, and just duplicated the rectangle over and over, may I suggest turning on "snap to cusp nodes" on the toolbar along the right side of the interface? Then, drag the squares into the approximate location, and it should snap and read "corner to corner". If you snap each rectangle to the next, all the squares will be perfectly aligned, and not slightly off-centre as they are now. You can then just save the SVG and re-upload it. As long as you don't change the "territory_id" #s, you wont have to redo any of the centrepoints, names, bonuses, connections, distribution modes, etc. It will all be copied over. Although, because you used regular shapes such as rectangles in your map, you may find it helpful to use Matma Rex's automated centrepoint tool: http://warlight.net/Forum/Thread.aspx?ThreadID=2452. This will put the centrepoints exactly in the middle of the territories.


You aren't required to do any of the things I suggested, but I do feel that the map would be more aesthetically pleasing if you fixed the mentioned things.
Developing a "Chess" map, Need testers.: 7/21/2012 20:27:04

Knugen
Level 7
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BearsBeetsBattlestarGalactica: When fixing bonus links, the squares will be corner to corner. The API Centerpoint will be used if I get a computer with windows, using Ubuntu right now.
Developing a "Chess" map, Need testers.: 7/21/2012 21:10:14


Richard Sharpe 
Level 59
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Not to be an ass but I don't really see how this is a chess map. It's just an 8 by 8 grid... that's where its association to chess ends. There is none of the strategy involved or the strange movement requirements (and nor can they really be implemented beyond the first move)
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