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Map Making Theory: random glyph placement

Posted November 2nd, 2009 at 01:54 PM by dok
This is the first in what may be a series on things I look for in competitive 1v1 (or 2v2) maps.

I want to start with some thoughts about glyph placement. I think glyphs can be a vital part of a good map, by bringing more features of the map into play, discouraging camping, and preventing the game from degenerating into a race for high ground. However, lots of maps, including maps by very good map-makers, sometimes put glyphs in places that seem odd to me.

This is particularly true in the case of random glyphs, as these glyphs can have drastically different effects on the game depending on what they are.

Anyway, two big-picture thoughts on placing these glyphs:
  1. All random glyphs should be exactly (or almost exactly) equidistant from both start zones. Or, to put it another way: it's not enough to just give each side a "home" glyph. Furthermore, all random glyphs should be roughly equally easy to attack (or defend) for either side.

    I see this "mistake" in a lot of maps, including some very well-regarded ones. To take one example, imagine playing Hot Heights where you get a relatively weak glyph (say, initiative, or even a blank/Brandar) while your opponent gets a defense glyph. You've just been dealt a major disadvantage in the game before the first attack even happens. To me, this is a flaw, because it adds an unnecessary element of randomness to a map.

    Both sides should be able to reach each glyph in roughly the same number of moves, whether via flying or walking. Moreover, both sides should have roughly equal access to the glyph, both physically (i.e. no choke point for one side while the other side has wide-open access) and in terms of sight lines (for ranged attacks or aura access).

  2. Map makers should be aware that the precise distances to the glyph will make some figures more or less effective on the map. That's a pretty broad statement on its face, but most experienced players know that the first figure we're talking about here is rats.

    The "industry standard", so to speak, is forcing rats to take two activations to reach glyphs. Putting glyphs within 6 walking hexes of the startzones boosts Deathreavers' already outstanding OM efficiency to even higher levels. By contrast, part of the reason people like "Turret Rocks" and "Fire Isles" is that it takes three activations to get a rat on a glyph on those maps. This forces a rat-podge player to make tough OM management decisions right at the start, which is a good thing IMO.

    Of course, rats aren't the only figure that can hold a glyph. Another figure worth considering in map design Marcu Esenwein. Marcu isn't the dominant metagame figure that Deathreavers are, but his impact on the game is drastically different depending on map design. If a glyph is within 7 hexes of the startzone, then Marcu becomes quite valuable as a glyph-grabber who can be swiftly backed up with Raelin. But glyphs that are 8 or more hexes away require two Marcu activations, which means a significant hit to OM efficiency, not to mention an increased risk of Eternal Hatred.
Total Comments 7

Comments

Old
Jexik's Avatar
Quote:
All random glyphs should be exactly (or almost exactly) equidistant from both start zones. Or, to put it another way: it's not enough to just give each side a "home" glyph. Furthermore, all random glyphs should be roughly equally easy to attack (or defend) for either side.
I actually strongly disagree with this statement. If the glyphs are equidistant on every map, it means that the player who wins initiative in the opening round can win not one, but all of the glyphs. Making the game being partially decided by the opening d20 roll in a Deathreaver v. Deathreaver game is opening yourself to chance just as much as the chance of uneven glyphs.

I've played on Hot Heights a bunch of times in tournaments, often even in the situation you mention- they've got Astrid and I've got a dud. In one case, it helped my opponent turn around a game that he may have lost, and in another, it made a game that would have been very one-sided much more interesting, close, and fun.

On my most recent map, I purposefully made the glyphs a little asymmetric.
Posted November 2nd, 2009 at 02:10 PM by Jexik Jexik is offline
Old
dok's Avatar
Quote:
Quote:
All random glyphs should be exactly (or almost exactly) equidistant from both start zones. Or, to put it another way: it's not enough to just give each side a "home" glyph. Furthermore, all random glyphs should be roughly equally easy to attack (or defend) for either side.
I actually strongly disagree with this statement. If the glyphs are equidistant on every map, it means that the player who wins initiative in the opening round can win not one, but all of the glyphs. Making the game being partially decided by the opening d20 roll in a Deathreaver v. Deathreaver game is opening yourself to chance just as much as the chance of uneven glyphs.
I understand and accept this criticism. One of the last sets of tests I made on my helix maps was a match between a stinger-horde and rats+vydar. I played it out twice, and both times the winner of the opening initiative won easily. In both cases that army was a little luckier in the mid-game as well, but there's no question that being able to claim both Astrid and Valda made a big difference.

And obviously, some top players agree with you. It's worth noting that this phenomenon was Kahrma's main substantive justification for voting against inducting "Invasion" into the BoV. (And, I'm guessing, will be the main reason he votes against Swamp Helix, if it reaches that stage.)

That said, to seems odd for you to say you strongly disagree with this statement, while at the same time you acknowledge that this is really not so different from just giving each side a "home" glyph. As you say, there's an element of randomness either way.

Of course, there is a solution here - make the glyphs difficult to access, as I noted in my second point. Sure, deathreavers may be able to claim both glphs, but if they needed three turns to do it, the other side has a head-start on offense. Furthermore, if taking 3 turns to grab the glyph was forced by the placement of a river, then opposing double-spacers or flyers (or Jandar's dispatch recipients) can beat the rats to those glyphs even if they lose initiative.

I find these sorts of mitigations far more pleasing than simply giving each side one random glyph that they can reach much more easily. I'd rather simply not have glyphs than go that route.

Another under-used approach is to put glyphs on lava fields.

Quote:
I've played on Hot Heights a bunch of times in tournaments, often even in the situation you mention- they've got Astrid and I've got a dud. In one case, it helped my opponent turn around a game that he may have lost, and in another, it made a game that would have been very one-sided much more interesting, close, and fun.
To me, this reads like damning with faint praise. Sure, the unequal glyph-placement delivered an exciting game in those cases, but it did so by giving a random unearned bonus to one side. It could have just as easily given you a big edge and made the game one of those laughers where you feel like apologizing to your opponent afterward.
Posted November 2nd, 2009 at 02:30 PM by dok dok is offline
Old
Jexik's Avatar
I've given up on looking to tournaments as a pure skill-test. There are so many random things that can happen, often outside of the map, (the matchup, how much coffee I had that morning, what kind of pants I'm wearing, whether or not I lose the first round of initiative and then win the second, hit that mindshackle, crucial defense roll, etc...) that one more small source of randomness doesn't kill it for me.

In my mind, a map feature that can sometimes turn an unwinnable match into a winnable one is a good one, even if it sometimes does the reverse. It's part of the game, and it's why you play 5 or 6 in a day.

And I'm not even more in favor of having a "home" glyph than a "symmetric" glyph access, but I'm more interested in the bigger picture- "does this map have one dominant strategy every time?" "Does this map encourage players to move frequently and take risks?" "Are the games close, interesting, and fun?" Even on the topic of glyphs, "Is it easy to attack the glyph if I don't have it? Can melee figures get height advantage against the guy on the glyph... road access to height advantage against the guy on the glyph?"

I disagree with that statement because it is stated in absolutes. I prefer a map pool with a variety of approaches to glyph placement, rather than a bunch which follow the same formula.
Posted November 2nd, 2009 at 09:06 PM by Jexik Jexik is offline
Old
dok's Avatar
I'm certainly in favor of the "big picture" approach you advocate. All of those are important issues with glyphs, for sure. I sort of dislike the "glyph in a corner only bordered by two hexes" effect, in part because it often leads to difficult access for melee figures.

I also don't disagree that there are lots of elements of randomness in the game that can't be avoided, but IMO a good map can tip the scales a bit away from luck and toward strategy. Accepting that some randomness is inevitable doesn't mean that the element of chance can't be reduced.

I guess I should also note that the use of "All" in "All random glyphs" was intended to refer to all random glyphs on a given map, not every glyph at an event.

I did a bit of hunting in the BoV thread and I noticed this topic has come up before. Unsurprising, I guess.
Posted November 3rd, 2009 at 12:08 AM by dok dok is offline
Old
kolakoski's Avatar

Reading these again in light of MS3

How much diversity can we expect in the maps within a single event in the future? I may be wrong, but, with the advent of MS3, construction of a tournament army should be done with the idea of getting to whatever kind of glyph soonest and, if it is a MS3 glyph, either holding it until the Hero can arrive (if captured with a Deathreaver, for example) or capturing it with a Hero.
Posted February 1st, 2010 at 04:32 PM by kolakoski kolakoski is offline
Old
dok's Avatar
Treasure glyphs are tactically not so different from a temporary glyph that can only be "triggered" by a hero. If they become really popular, we might see a bit more of Cyprien, Theracus, or similar heroes that can treasure-hunt really quickly.

That said, this is more of a metagame question than a map design question. Personally, I don't even like using temporary glyphs on most maps, let alone treasure glyphs. On a lot of maps, glyphs serve to draw action to areas that would otherwise see very little action, thus keeping the map from being nothing but a race for high ground. If the glyph disappears (or is "equipped" and can be run off with) as soon as a figure lands on it, then that effect is lost.
Posted February 1st, 2010 at 04:50 PM by dok dok is offline
Old
DrLivingston's Avatar
I think I prefer the random glyphs to be equidistant if it's for a tournament.

Yeah, the rats can grab both if they win initiative, but more than likely that means there's just two rats by each glyph and that's not the end of the world.

Especially if it takes three order markers to get there.

There is a bunch of luck in tournaments.

But me drawing an initiative + 8 for my home glyph and my opponent getting defense + 2 is the kind of luck I could do without.

(Of course if it went the other way, woo hoo! Game on!)
Posted February 22nd, 2010 at 09:19 PM by DrLivingston DrLivingston is offline
 
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