Custom Galaxy Maps Designs Three Neighbors no corners


#22

This will be the new 64 player map later today, thanks @xjhdexter

The current 64 player game that has 30 seats left will be the last grid. After a few games of it I decided it was pretty weak sauce.

Those gaps in the center only require tech 6-10 to jump across depending on the scatter so I think there are some good opportunities for some argy bargy fairly early.


64 Player Map Design
#23

I have not yet thought of names for the maps. Thus far, I have only given them letter suffixes.

There are four L-series maps, 16L , 24L , 32L , 64L , because the math that I used tends to put them into a loop structure. Map 64L is derived from map 24L, because a hexagon structure can be extended indefinitely by repetition.

Map 16L looks kind of squarish.

Map 24L looks kind of hexish, . . . similar to a hexagon. Reminds me of Saturn’s north pole.

Map 32L looks kind of like an octagon.

Map 64L , IDK , three loops ? Tri-loops ? Tri-hex ?

There are two D-series maps, 32D and 64D. I chose the fourth letter of the alphabet because there are four spokes radiating out from the central core to meet the perimeter.

Map 32D looks like some kind of galaxy with a core having quad-spokes ?

Map 64D looks like a four-leaf clover ?

There is one J-series map 32J. The central axis makes me think there is a jet flying through the galactic center.

Someone else can probably come up with better names than I can. I am open to suggestions . . .

I am still trying to make some C-series maps, but the math is a bit more challenging for me to push the fourth and fifth neighbors out as far away as possible. I need more time.


#24

AAWWEE !!! Is it just me ? Those scattered colors and shapes are psychedelic !!

Jay, that is map 64D that you are playing with.

Have you played around with the map 64L ?


#25

I haven’t played too much with the 64L yet. I chose the D map because I thought the outer edges of the “loops” would be closer to the center, creating more opportunities for interactions between each.

Keep in mind this map will not be created untill the current 64 player fills and starts.


64 Player Map Design
#26

I can’t wait for the new 64 player game to start, that spread of empires looks amazing!


64 Player Map Design
#27

Keep in mind its not the game currently on the join game screen. That one is the last of the grid maps.


#28

It is now. It looks like the people on the outside parts of the loops have a few more stars available to them than the other players.


#29

These coordinates are for
64 player map 64E, 12.4 LY , every home star and empire has three neighboring empires
coordinates are centered about the origin [0,0]

There are five loops, so I choose the “E” suffix, which is the fifth letter of the alphabet.

This map makes me think of a “pretzel”.
What do you think of when you look at a Rorschach inkblot test ? HA ! HA !

This map is evolved from map 64D.
This map has a larger inner loop, and the four outer loops are slightly wider than map 64D.
Hopefully, less of the scatter stars might be eliminated on this map due to overlap, as pointed out by @bbobb555 on map 64D, the “Quad Flower”.

[[14.9681,-6.2000],[25.7068,0.0000],[14.9681,6.2000],[38.1068,0.0000],[44.3068,10.7387],[55.5927,15.8758],[45.5009,23.0811],[56.7867,28.2182],[55.7627,40.5758],[52.5533,52.5533],[43.7852,43.7852],[40.5758,55.7627],[28.2182,56.7867],[15.8758,55.5927],[23.0811,45.5009],[10.7387,44.3068],[6.2000,14.9681],[0.0000,25.7068],[-6.2000,14.9681],[0.0000,38.1068],[-10.7387,44.3068],[-15.8758,55.5927],[-23.0811,45.5009],[-28.2182,56.7867],[-40.5758,55.7627],[-52.5533,52.5533],[-43.7852,43.7852],[-55.7627,40.5758],[-56.7867,28.2182],[-55.5927,15.8758],[-45.5009,23.0811],[-44.3068,10.7387],[-14.9681,6.2000],[-25.7068,0.0000],[-14.9681,-6.2000],[-38.1068,0.0000],[-44.3068,-10.7387],[-55.5927,-15.8758],[-45.5009,-23.0811],[-56.7867,-28.2182],[-55.7627,-40.5758],[-52.5533,-52.5533],[-43.7852,-43.7852],[-40.5758,-55.7627],[-28.2182,-56.7867],[-15.8758,-55.5927],[-23.0811,-45.5009],[-10.7387,-44.3068],[-6.2000,-14.9681],[0.0000,-25.7068],[6.2000,-14.9681],[0.0000,-38.1068],[10.7387,-44.3068],[15.8758,-55.5927],[23.0811,-45.5009],[28.2182,-56.7867],[40.5758,-55.7627],[52.5533,-52.5533],[43.7852,-43.7852],[55.7627,-40.5758],[56.7867,-28.2182],[55.5927,-15.8758],[45.5009,-23.0811],[44.3068,-10.7387]]

These coordinates below are for the same looking map, except it is
64 player map 64E , 4.4 LY , every home star has three nearby neighbors
coordinates are centered about the origin [0,0]

[[5.3113,-2.2000],[9.1218,0.0000],[5.3113,2.2000],[13.5218,0.0000],[15.7218,3.8105],[19.7264,5.6334],[16.1455,8.1901],[20.1501,10.0129],[19.7868,14.3979],[18.6480,18.6480],[15.5367,15.5367],[14.3979,19.7868],[10.0129,20.1501],[5.6334,19.7264],[8.1901,16.1455],[3.8105,15.7218],[2.2000,5.3113],[0.0000,9.1218],[-2.2000,5.3113],[0.0000,13.5218],[-3.8105,15.7218],[-5.6334,19.7264],[-8.1901,16.1455],[-10.0129,20.1501],[-14.3979,19.7868],[-18.6480,18.6480],[-15.5367,15.5367],[-19.7868,14.3979],[-20.1501,10.0129],[-19.7264,5.6334],[-16.1455,8.1901],[-15.7218,3.8105],[-5.3113,2.2000],[-9.1218,0.0000],[-5.3113,-2.2000],[-13.5218,0.0000],[-15.7218,-3.8105],[-19.7264,-5.6334],[-16.1455,-8.1901],[-20.1501,-10.0129],[-19.7868,-14.3979],[-18.6480,-18.6480],[-15.5367,-15.5367],[-14.3979,-19.7868],[-10.0129,-20.1501],[-5.6334,-19.7264],[-8.1901,-16.1455],[-3.8105,-15.7218],[-2.2000,-5.3113],[0.0000,-9.1218],[2.2000,-5.3113],[0.0000,-13.5218],[3.8105,-15.7218],[5.6334,-19.7264],[8.1901,-16.1455],[10.0129,-20.1501],[14.3979,-19.7868],[18.6480,-18.6480],[15.5367,-15.5367],[19.7868,-14.3979],[20.1501,-10.0129],[19.7264,-5.6334],[16.1455,-8.1901],[15.7218,-3.8105]]

Uploaded one MS Excel 2010 file for this map 64E.

You can download from my Google Drive.

https://drive.google.com/folderview?id=0B2KOZMY2t2BvbFYxZXZJdlM3bmc

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64 Player Map Design
64 Player Map Design
#30

E-Type map looks cool too. We can give it a spin after we have played a few of D-Type


#31

The new 64 player map is a thing of true beauty, I’m waiting to be left alone with the A0 plotter so I can do a poster for my wall :slight_smile:


#32

Yeah :slight_smile: That map 64D does seem to have a shriek factor to it, when Jay scatters stars, colors, and shapes on it. :open_mouth:

EDIT : Art from mathematics.


#33

My intention with these Three Neighbors map concepts, was to try to design maps that are fair and fun for all players, so there are no corner positions.
Some designs are easy and some a little more difficult. There can be decisions and trade-offs. Maybe there is no such thing as a perfect map, except the plain old-fashioned circular.
It could be like searching for a mermaid riding a unicorn.

I am playing a game now, in the map 64D = ‘cgs_starfireld_xjhdexters-quad_flower’ .
I had previously written some EDITs cautioning about the four galactic core stars.
And now I am surprised to discover a situation that I had not previously considered.

If three of the neighbors at the core annihilate that fourth neighbor and absorb those resources, they may realize they have an advantage that no other player in the galaxy has. They ally with each other then proceed to wipe out the galaxy. They have four times the resources for three empires, when any other three empires only have three times the resources. opps ! :open_mouth: Discoveries from playtest !!
Maybe that fourth neighbor at the galactic core is too near ?

I am not completely sure that I am seeing that correctly, but what if . . . .

map 32D has the identical galactic core structure, so probably has the same situation.

IDK. Maybe this is less of a problem for games that have only 1 star per player ?


#34

Yeah, the people in the center are way overpowered. Three of us in the center allied and we’re basically annihilating everyone else. My ally is already really close to winning… This game is going way too fast.


#35

The game in question is Beta Grassias, http://triton.ironhelmet.com/game/4949680318316544#


#36

We dont have that problem in Tau Zosma, the center players seem to be farly average, the leaders are all out on a petal.


#37

What was the dynamic in the center in Tau Zosma? What we did was basically all decide to ally at the beginning, and it worked amazingly.


#38

I dont know, I wasn’t there. I guess they couldn’t agree.


#39

HEy Folks, now that the 64 player games have slowed down a bit, I think I’d like to replace it with a smaller 32 player game.

I still think 32 players provides a good epic battle, but they will start a little quicker and be less taxing to the server.

@xjhdexter designed all these great maps in 2014! (Wow was it that long ago)

Anybody have any throughs about which map they would like to play on?


Do you play the 64 Player Games and why?
#40

I think I like 32 D the best.


#41

What about 64_E pretzel map ? EDIT

Maybe simply changing the map will increase participation ?

or both 64_E & 32_D ?