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Old January 13th, 2009, 10:29 AM
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The Tournament-Worthy Asymmetric Map Workshop

For a long time Riggler and others have been arguing for the possibility that a fair but highly asymmetric map can be built. I think so too, and I'd love to see one (or more) and have it played at tournaments.

I was thinking a little about why we haven't seen such a map. I think it is mainly because of the huge amount of playtesting that would be needed before it hit a tournament table. When I run a tournament, I'm happy to take a chance on one or two untested symmetric (or pseudo-symmetric) maps simply from eyeballing them; they are clearly "fair" even if they turn out not to be the best map ever. Against a backgound of mainly BoV maps and other seriously tested ones, I think that's a risk worth taking and no-one's tournament will be ruined.

However, I'd never make such a call on a seriously asymmetric map. I'd even be hesitant to include it if I'd done a lot of playtesting on it but no independent other testing had happened.

I'm hoping this thread can be the means to overcome this hurdle. I want to use it to present, discuss, modify, post battle reports, modify some more, and generally develop a tournament-worthy highly asymmetric map.

A quick note about "highly asymmetric" vs. "pseudo-symmetric". A pseudo-symmetric map is one which, while not symmetric, allows both players equal access to the same features (height, glyphs, etc.). A highly asymmetric map offers access to different advantages for both sides: one side might have easy height, while the other gets some glyphs. This is the type of map I want us to build.

The goal, once we have a thoroughly playtested map with which we are happy, is to get it on some tournament tables, and possibly submit it to the BoV. Adhering to the BoV guidelines is obviously essential for the second part, but I think will also be very helpful for the first. There's been recent discussion on the BoV thread about some possible map features that are not yet represented. As well as asymmetry, castle pillars and fixed glyphs are two that seem to naturally lend themselves to this enterprise.

The whole development and review process is going to be very informal and everyone is encouraged to contribute their thoughts and, especially, game experiences on the map. To help us structure things a little, I'll keep this first post updated with the active maps divided into four categories: Concept, Development, Tournament Testing and Tournament Proven.

Post a map in the thread if you think it worthy of consideration for this project. That will enter it into the concept category. After some comments come in, if they are favourable, it will move into the development category. Here, we need some games played on it and flaws to be pointed out and suggested modifications. Finally, once consensus emerges, we hope to be to persuade able tournament directors to give it a shot. These maps are in the tournament testing category. Finally, if a map is well-received at multiple tournaments we'll stop messing with it and declare it tournament proven.

I'll also maintain two more lists, without pictures. The first---backburner---is for asymmetric maps that no-one is currently working on. You are welcome to check them out, post your thoughts, and I'll move them back to the development category. The second is for maps that were suggested but fell by the wayside for one reason or another (early evidence suggests that the reason is related to the extent of the asymmetry rather than the quality of the map; just because a map is on that list doesn't mean you shouldn't check it out).

Concepts. Please post your thoughts on whether these maps are worth pursuing further.

There are no maps currently at this stage.

Development. Please play some games on these and point out weaknesses and suggest modifications.

Forgotten Outpost (Feb 8th Ed.), by KCU Master 2007.

Required Sets: 1 RotV, 1 TJ, 1 FotA
KCU Master 2007's map thread.

Caught in the Middle v2.0, by Ollie.

Required Sets: RotV x1, TT x1 (normal snow and ice).
Ollie's map thread.

Inbetweener v1.1, by Ollie.

Required Sets: RotV x1, Lava x2.
Ollie's map thread.

Birnam Wood to Dunsinane, by Dok.
[/QUOTE]
Required Sets: RotV x1, RttFF x1, FotA x1, TJ x1.

Watchtower, by Waycoolsuperdude.


The Mirke, by Nyys.

Required Sets: 1 RotV, 1 SotM, 1 TJ
Nyys's map thread.

Lying In Wait v2, by KCU Master 2007.

Required Sets: 1 RotV.
KCU Master 2007's map thread.

Ticalla Ruins, by Kriegskeks

Required Sets: RotV x1, TJ x1, FotA x1.
Kriegskek's map thread.

WA-ASYM (v2), by Warlord Alpha.

Required sets: RotV, TJ.
Warlord Alpha's map thread.


Rising Pressure v.4

Required sets: RotV x1, RttFF x1, Lava x1.
Killometer's map thread.


Storm the Beach

Required sets: Lexan mat (water), RotV x1, SotM x1, TJ x1.
Nyys's map thread.


Tournament Testing. Please consider suggesting one of these maps to your friendly local tournament director.

Fort Lannister 5.1, by nyys.

Required Sets: 1 RotV, 1 FotA, 1 TJ
Nyys's map thread.
Used at: Battle of the Border II (RI, April 2009).

Halfway Up The Downs v2.3, by Dok and Ollie.

Required sets: RotV x1, SotM x1, TJ x1.
Used at: Battle of the Border II (RI, April 2009).

Normandy Beach, by Bengi.

Required Sets: RotV x1, SotM x1.
Used at: Battle of the Border II (RI, April 2009).

Tournament Proven.

No maps are currently at this stage.


Backburner.

No maps are currently at this stage.


Maps that were not taken forward.

Where The Road Ends, by LongHerosaper.

Ayrwode's Bluff
, by Gamebear.
Ekstrom Tunnel, by Yagyuninja.
Spring Thaw, by Retlaw.

Last edited by ollie; March 9th, 2010 at 08:04 AM.
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