Re doing random

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Re doing random

Postby Zerieth » Mon Jul 25, 2011 6:17 am

I notice the random mode tends to make craptastic maps and kills people fast in the beginning of the game.

I suggest adding certain criteria to the random map generator such as; Minimum of 2 spaces together on all sides of a space (Stop 1 space choke points that are preveralante throughout and can cause unplayable multiplayer (more than 2) games), Minimum of X (Dependant on map size) choke points.

In the random i would do this; Prioritize owned spaces near enemy colors, Prioritize spaces near white. That way if you decide in a corner it doesn't just keep you in there all game, and if you are expanding and a 4 happens across your 1 you don't have a billion ones for it to chew up. It's similar to borders but it adds the white priority. Just a thought.
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Re: Re doing random

Postby Joshua » Mon Jul 25, 2011 9:42 am

The idea of random maps is that you never know what you'll come up against, it will be different every single time. and my thinking about something chewing up all your ones is, how the hell is he gonna protect all those things he just conquered?!
Xerxes:Let us reason. It would be a waste. It would be madness for you and your troops to perish because of a misunderstanding. There is much our cultures could share.
Leonidas:Haven't you noticed? We've been sharing our culture with you all morning.
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Re: Re doing random

Postby Lopdo » Mon Jul 25, 2011 9:50 am

it is easier said than done :) I plan to improve random generator for quite some time, but get him to create some usable maps isn't easy
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Re: Re doing random

Postby Joshua » Mon Jul 25, 2011 9:51 am

what software do you use for the random generator lopdo
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Re: Re doing random

Postby BadFurDay » Mon Jul 25, 2011 10:57 am

Joshua wrote:what software do you use for the random generator lopdo


Why would he be using software? It's his own source code, he coded his own random level generator.
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Re: Re doing random

Postby Ratburntro44 » Mon Jul 25, 2011 12:43 pm

Zerieth wrote:...(Stop 1 space choke points that are preveralante throughout and can cause unplayable multiplayer (more than 2) games), Minimum of X (Dependant on map size) choke points...


First of all, the word is prevalent, not preveralante.

Second of al, these 1 space choke points are a major part of Vortex Wars strategy. I've never seen them make a game unplayable. I might actually stop playing Vortex Wars if these didn't exist in random maps.
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Re: Re doing random

Postby Lopdo » Mon Jul 25, 2011 12:46 pm

Ratburntro44 wrote:
Zerieth wrote:...(Stop 1 space choke points that are preveralante throughout and can cause unplayable multiplayer (more than 2) games), Minimum of X (Dependant on map size) choke points...


First of all, the word is prevalent, not preveralante.

Second of al, these 1 space choke points are a major part of Vortex Wars strategy. I've never seen them make a game unplayable. I might actually stop playing Vortex Wars if these didn't exist in random maps.


choke points are unintentional and I will get rid of them as soon as I can. You can notice there are no choke points in premade maps. They only lead to stalemates
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Re: Re doing random

Postby Ratburntro44 » Mon Jul 25, 2011 12:50 pm

That's exactly why I hate playing pre-made maps. Choke points make the game way more interesting.
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Re: Re doing random

Postby Lopdo » Mon Jul 25, 2011 1:08 pm

some call it interesting, others boring and too dependent on luck :)
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Re: Re doing random

Postby BadFurDay » Mon Jul 25, 2011 1:14 pm

These choke points also really don't help with FTA. Hog the good side of a choke, and you've basically won the game.

In the end, maps where games are the most unpredictable have tight chokepoints, but important big areas to compensate. The premade ones like Swirl and Hourglass are perfect examples: Player 1 can't get an unbeatable spot, anything can happen, no position is safe at all.
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