PDA

View Full Version : Mathematical basis for map making?


pitboss648
July 17th, 2006, 02:46 AM
I think we all enjoy making something good looking out of our heroscape sets, but is there something more to it that makes it playable? Do the heroscape designers or those of you that have been kind enough to share your maps just whip it up or is there some method of actual math to building? For me, if I don't have one side of the board about a mirror image of the other side, it is not balanced, therefore one side is at an advantage.
Any helpful pointers will be greatly appreciated.


Thanks,
Glen

CornPuff
July 17th, 2006, 04:14 AM
I know how you feel. I find it very difficult to make non-symmetrical maps because of balance.

My reccomendations?
Design a map symmetrically first, then start modifying it a little at a time, you can get a cool assymetric map that way that is fair enough. I usually count the spaces to the glyphs from both starting zones. Make sure to count for characters with flying, slither and double bases. Also, any high ground within one move of the starting zones should be balanced. Of course, testing is the ultimate way to ensure balance. The more playtests, the better.

If you don't feel its symmetric when you are done, you can always skew it even more and declare that one team has an uphill battle. That way it puts the advantage out in the open, and nobody should feel jipped as long as they get the chance to play both sides.

Its also a good time making completely asymmetric maps. Assault and defense type scenarios. For those, you don't have to worry about math at all, and playtesting is really the only way to balance point totals.

On the other hand, I say symmetric maps are awesome too. I mean, you can make it rotationally symetric or mirrored! Either way can be plenty interesting and visually appealing.

Jandars_Hope
July 17th, 2006, 05:11 AM
i tend to do my maps symetrical, eg: the hill in the middle of the battlefield has to be the same distance from one end of the map to the other! I made an assymetrical map last weekend for 3 players because i couldn't be bothered to waste time on making a symetrical map for only a few games! But i did make sure that there were the same amount of spaces between each player so as to it fair and the map looked pretty good! I mean, not alot of the world is symetrical right so why should your maps have to be? I only usually do symetrical/rectangular shaped maps so i can fit it into the corner of my room to keep it out of the way of getting stepped on! Just play about with the map building and i'm sure you'll find creating a map more fun!

K/H_Addict
July 17th, 2006, 09:54 AM
i make symmetrical maps because i am picky about the edges. i dont like having random gashes reaching into the field. i really do no know why. i do love asymmertical maps though. Best way to do asymmetrical is to divide the terrain you have among all players as evenly as possible and say here. build yourself a base. Then, use leftovers to connect them.

Nerd_Tendo
July 19th, 2007, 06:26 PM
Here's an idea. Make a Semetrical Map Virticaly, but place the starting figures Across the Horizontal edges instead!

Glitch
July 19th, 2007, 08:38 PM
Here's an idea. Make a Semetrical Map Virticaly, but place the starting figures Across the Horizontal edges instead!

What? Could you please elaborate?




As fo the topic, I allways make asymmetrical maps becuse I like the way they look, and play.

I usually have a base plan like hill, or pond, but I usually figure I can't do what I want to do because of my limited peices or I figure out a better idea. In the last game I played my friend said
"These maps you make are to fair, the game comes done to skill and that means you will always win. I want a map the revolves more around luck!"

rdhight
July 19th, 2007, 08:52 PM
When I make a map, I make sure that all starting zones are roughly the same distance from useful height. I also look at the possibility of Mimring, Syvarris, Deadeye, etc. shooting opponents' figures in the starting zone on the first order marker. We haven't played with glyphs yet, so I haven't had to worry about those. Beyond that, asymmetry rules. I try to make maps as natural-looking and varied as possible without giving anyone an obvious advantage. As the mapmaker, it's only my job to keep things perfectly fair for the first few turns. After that, it's up to the players to understand and adapt. War isn't always fair. So far, most of the people I play with seem happy to start most anywhere on my maps.

The one thing I always avoid is the "king of the hill" phenomenon where one small area in the middle of the map has height and LOS over all the land. If there's a mountain peak, I put trees/glaciers nearby so that the lower tiles will have shots at some of the approaches where the higher tiles are blind. Or I scatter good, high shooting positions near the edges of the map instead. As a player, you should be allowed to decide which tiles are the most desirable, not have me spell it out for you in advance.

EDIT: Oh yes-- I always build the edges first to get them nice and straight.

Velenne
July 19th, 2007, 11:43 PM
Seems I wrote an article on this somewhere....

Ah yes, HS Codex #5 (http://www.hscodex.com/issue5.html).

(There's also good articles on mapmaking from UPC and Oogie in Codex #2. If any of you havn't read any of the Codexes yet, SHAME SHAME SHAME ON YOU! Now tear your robes and bathe in awesomeness.)

Scape_Scrub11
July 20th, 2007, 02:44 AM
i make symmetrical maps because i am picky about the edges. i dont like having random gashes reaching into the field. i really do no know why. i do love asymmertical maps though. Best way to do asymmetrical is to divide the terrain you have among all players as evenly as possible and say here. build yourself a base. Then, use leftovers to connect them.


:word:

Khanbob42
July 20th, 2007, 08:55 AM
Just about every time I make a map it ends up being symmetrical. I've done a few non-symmetrical and it usually just ends up being skewed in advantage to one side.

If you are playing just for fun then non-symmetrical can be great. For tournament style play though I'd say stick with what's easy to balance.