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(June 6th, 2015, 17:20)GermanJoey Wrote: I feel so strongly about PB25 that I've spent dozens of hours coding a tool and am volunteering to sit out of this next big epic game just to make sure a map like that never happens again. PB27 will have a map that is fun and playable for everybody. Seven did it if you want fair.
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(June 6th, 2015, 19:54)Commodore Wrote: (June 6th, 2015, 17:20)GermanJoey Wrote: I feel so strongly about PB25 that I've spent dozens of hours coding a tool and am volunteering to sit out of this next big epic game just to make sure a map like that never happens again. PB27 will have a map that is fun and playable for everybody. Seven did it if you want fair.
A map can be fair without being mirrored.
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(June 6th, 2015, 20:33)GermanJoey Wrote: A map can be fair without being mirrored. To a zeroth-order approximation, perhaps. But not really. On the scale of [Medium and Small] to [Mirrorland] for fairness, once you wrap both axis, "more fair" translates to "more mirrored".
June 6th, 2015, 22:03
(This post was last modified: June 6th, 2015, 22:04 by GermanJoey.)
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(June 6th, 2015, 21:00)Commodore Wrote: (June 6th, 2015, 20:33)GermanJoey Wrote: A map can be fair without being mirrored. To a zeroth-order approximation, perhaps. But not really. On the scale of [Medium and Small] to [Mirrorland] for fairness, once you wrap both axis, "more fair" translates to "more mirrored".
???? uh, as does adding copper/horses/iron to a start that the Medium and Small map generator didn't originally give it to - what is your point?
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My two cents on map making theory: 8-12 players is a sweet spot for making maps that are both interested and balanced in a reasonable amount of time. Up to 18 players is doable, though the mapmaker needs to put a lot more time into it.
Anything past 18 players, you're lucky if you hit all of fair, interesting, and makeable. GJ's tool looks like it would help with that, but I would still posit that it makes it more possible than expected. So for a 50 player game i would personally expect either mirrored or unbalanced. Which I would be ok with for getting to be in a game of that magnitude.
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You know what you do for a 50 player map? You split it into five 10 player maps. You decide on the map dimensions for all 50 players, then split it equally into 5 areas. ie decide the map dimensions will be 120 by 120 tiles, and split the map into five blocks of 24 by 120. Make 5 different maps, make sure no one is too close to any edge, and then paste them together. I think the hardest thing is figuring out how close people can be to the edge but I think a 6 tile exclusion zone is enough (because over 2 map segments that would be 12 tiles).
And that's it. You can even farm out hte map development work to different people if you want an easier time of it (and you have competent helpers, anyway).
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(June 10th, 2015, 07:39)Krill Wrote: You know what you do for a 50 player map? You split it into five 10 player maps. You decide on the map dimensions for all 50 players, then split it equally into 5 areas. ie decide the map dimensions will be 120 by 120 tiles, and split the map into five blocks of 24 by 120. Make 5 different maps, make sure no one is too close to any edge, and then paste them together. I think the hardest thing is figuring out how close people can be to the edge but I think a 6 tile exclusion zone is enough (because over 2 map segments that would be 12 tiles).
And that's it. You can even farm out hte map development work to different people if you want an easier time of it (and you have competent helpers, anyway).
It is easier to split a map into 4 areas than into 5. 4 12-person submaps make a 48 player map. Maybe 48 it not than much less interesting than 50?
June 10th, 2015, 07:58
(This post was last modified: June 10th, 2015, 07:59 by Krill.)
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You can split it however you want, the point is division of labour. Theoretically on a large enough map you could even have players develop small chunks of the map that will be placed on the opposite side of the map to where they start, and have the map maker provide whatever edits he wants. Lots of ways to lower the burden on the map maker and still get a good map.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Hrm, I hadn't considered that. easiest if you wanted to have 50 players even would be 4 'maps', 2 12 player ones and 2 13 player ones.
Ok go ahead and finish your crootin' then.
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I have to say, the most difficult challenge here is going to be finding enough players to fill up these 48-50 slots.
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