Staredit Network > Forums > SC1 Map Production > Topic: Monopoly - The SC board game
Monopoly - The SC board game
Feb 19 2009, 1:08 am
By: Norm  

Feb 19 2009, 1:08 am Norm Post #1



Monopoly

Introduction
Well, Monopoly is the #1 board game of all time. People have been enjoying it since the 1930's, and many new editions have came out since then. Even though new editions threaten it's awesomeness, classic monopoly is still the best. Everyone knows what boardwalk is, everyone has heard about passing 'go' for $200. Unfortunately, battle.net has not yet been blessed with a high quality monopoly map that does the original game justice. That's where I come in.

Progress

Terrain/Map layout = 100%
Unit settings/Unit placement = 100%
Conceptualizing/Ideas/Planning = 100%

Triggers - General

Dice Rolling = 100%
Doubles Rolling/Roll-again = 100%
Automatic Board Movement = 100%
Alternating Turn System w/ auto adjust for leavers = 100%
Jail System [Including 3doubles -> Jail and rolling doubles to get out] = 100%
Trade System w/ anti-scam = 0%
In-game Tutorial = 0%
Passing 'GO' bonus = 100%
In-game notifications = 70%

Triggers - Properties

Title Deed Info = 100%
Buying property = 100%
Building Houses = 100%
Building Hotels = 100%
Leaver's property recovery + resale = 100%
Selling Hotels = 100%
Selling Houses = 100%
Selling Property = 100%

Triggers - Board

Income + Luxury Tax = 100%
Community Chest = 100%
Chance? = 100%
Other [Free parking, go to jail] =100%
Properties you already own = 100%

Triggers - Rent

Baltic Ave = 100%
Mediterranean Ave = 100%
Oriental Ave = 100%
Vermont Ave = 100%
Connecticut Ave = 100%
Charles Place = 100%
States Ave = 100%
Virginia Ave = 100%
James Place = 100%
Tennessee Ave = 100%
New York Ave = 100%
Kentucky Ave = 100%
Indiana Ave = 100%
Illinois Ave = 100%
Atlantic Ave = 100%
Ventor Ave = 100%
Marvin Gardens = 100%
Pacific Ave = 100%
N. Carolina Ave = 100%
Pennsylvania Ave = 100%
Park Place = 100%
Boardwalk = 100%

Railroads = 100%
Utilities = 100%

Triggers - Total

Total = 83%

Gameplay

Players are given a random order at the start of the game. The game plays pretty closely to the actual monopoly board game. When your turn starts, you can roll the dice. Doubles will allow you to roll again; however, if you get 3 doubles in a row, you will be sent to JAIL. When you land on an unowned property space, you may buy it by building a shuttle. Rent is automatically paid when you land on an owned property.

Players may manage their properties any time during their turn. In addition, the current turn-haver may select any of the other players to trade with. Players are not forced to trade, but they can negotiate deals via typing to eachother. When a player reaches 0$, he is bankrupt, and will lose the game if he is unable to work out deals or sell properties to get out of debt. The game will end when one player is left with all the monies, and the other players have 0$ with no way of paying their debts.

Screenshots


It's my turn apparently.



A display of my mighty 2 houses on Atlantic and Ventor Ave.




I know that an awesome monopoly map has been attempted many times, but I'm owning it pretty hardcore so far. Wish me luck. Any questions or comments are welcome and I will try my best to answer them ASAP. I will be needing testers for my new systems. If you are online and you like to test, look out for me because I will ask you to help me test. This map WILL be completed, and screen shots will be posted next time i take the current product for a test spin. KTHNX. BAI.

Post has been edited 16 time(s), last time on Feb 23 2009, 11:12 pm by Norm.



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Feb 19 2009, 1:23 am Demented Shaman Post #2



It looks like fritfrat's got some competition.
http://www.staredit.net/topic/2905/
He's been inactive on it for a while, but I recently talked to him and he does plan to finish it, probably over the summer.
Excerpt from out conversation:
Quote
devilesk: what happened to monopoly
fritfrat: 80% done
devilesk: so you're still working on it?
fritfrat: probably finish it this summer; sound familiar? ;)
devilesk: lol
devilesk: get it done
fritfrat: why, want to finish it?
fritfrat: or just curious
devilesk: what's left to do?
fritfrat: hmm
fritfrat: some stuff around turn control/limitations when trade windows are up
fritfrat: mortgaging (pretty easy)
fritfrat: and bankrupty
fritfrat: the last one is the hard one, since the rules of monopoly themselves aren't even very clear on how it works
fritfrat: so I kind of looked up commonly accepted tournament rules and am going to try to implement that


I'm interested in seeing how exactly yours replicates the actual game of monopoly without making any simplifications, because I know that's not an easy task.



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Feb 19 2009, 1:28 am Norm Post #3



Thanks, I've been making some crazy progress seeing as how I've only been working on it for 6 days, so I definitely think I'll be done in no time.

As of now, the only simplification I plan on having is with the Mortgages being reduced to a selling property system.



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Feb 19 2009, 1:44 am Kaias Post #4



fritfrat's is very good, and definitely high-quality. He just hasn't released it yet since he's not finished.

His would be very very difficult to beat.



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Feb 19 2009, 5:48 am fritfrat Post #5



Competition is always extremely healthy, especially since I haven't worked on mine in absolutely forever. This can definitely make me want to work on mine again :) More details, though! How much is tested? How much is tested with multiple players? How does your auctioning work? What are the main turn controls? How are you going to do bankruptcy? One big rule not included in the rulebook but mainly accepted at tournaments is that you cannot make trades out of spite before declaring bankruptcy; any plans for that? How do you do title deed info?

Also, don't cut yourself short with ANYTHING! If you do, it won't matter if you finish first :) Of course, if you look in my old thread I had 2 things listed I wouldn't implement, but most players wouldn't even notice the difference on those. Mortgaging is really important, and really not that hard to trigger as much as display, so definitely do it.

From a pure trigger count compared to my map, using your section percentages, your total would be much smaller.. I burned out summer of 07 and summer of 08 on my map (as is so thoroughly documented for 08 in the thread devilesk put up), so I really do wish you luck, and will be happy to provide any advice. I have never coded anything in my life besides programs on my calculator, so if you are a programmer, you'll probably be fine.. but if not, really take it slow :)

EDIT: We showed each other our maps. It was fun. Basically, he is going for a 95% replication of the game in comparison to my 100%, and he is doing a very good job. It's very understandable to take minor cuts into the rules to make a LOT less work sometimes, and because of that, this map will have a much higher likelihood of finishing. I'm sure that people will enjoy it. My creation will still always be a goal and it will also be finished one day, and the race is still on to see which one happens first :D Good luck!

Post has been edited 3 time(s), last time on Feb 19 2009, 6:56 am by fritfrat.



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Feb 19 2009, 7:42 am Norm Post #6



^LoL, Very interesting to see the different approaches to the same systems as well. Good luck to you as well, i guess one of us ABSOLUTELY HAS to do this classic game justice on SC. You put a lot of pressure on me if you don't finish yours :crazy:



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Feb 19 2009, 5:07 pm T-Virus Post #7



LET ZE BATTLE BEGIN!



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Feb 19 2009, 5:16 pm Pigy_G Post #8



Can you say, supra map nite map?



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Feb 19 2009, 6:13 pm UnholyUrine Post #9



At first.. I thought.. BULLSH*T!! There's no way smone'd go through all the pain to re-create monopoly! it's just so difficult!

But here you have.. with all the percentages done..
this'll be great!.. How are you going to do those "GO TO JAIL" or "GET OUT OF JAIL FREE" cards?? XD XD

And you should put something SC related for those chance/community cards stuff =)..
Like instead of GO TO JAIL.. it should be "You have been caught hacking. Your account has been suspended" XD



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Feb 19 2009, 7:41 pm Demented Shaman Post #10



I think one of you should just put an SC twist on it. I'm sure you can use SC universe planets and locations in place of the regular monopoly ones. I bet there's even an SC Monopoly version in real life anyway, just like how there's Star Wars themed monopoly.



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Feb 19 2009, 7:44 pm Devourer Post #11

Hello

Ahli already done a monopoly map...
and actually, good luck on making it.
I think monopoly IS and SHOULD BE a boardgame, IMO it will fail if it is to stressing...



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Feb 19 2009, 8:52 pm fritfrat Post #12



A million people have done "monopoly maps," but no one has recreated monopoly onto SC yet.

I did get out of jail free cards as units that go with the rest of your properties. I actually have rows of burrowed units represent the different chance/community chest cards so it is put back in on the bottom after use, no matter how many cards are played up until then :) He hasn't done it yet, but I would guess that he would also do units, since it adds no extra work in being able to trade them.

And really, even though I will put on him finishing first, I still have much more done than him and to a more exact replica. It seems as though no one ever notices my projects :P



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Feb 19 2009, 8:54 pm Norm Post #13



@above posters: My map sticks pretty close to the original board game. All the money amounts, locations are identical.

@cards: CC and Chance spaces will be done very similarly to every other space except with 12 different possibilities of which result will happen. Like the real board game, my map will randomize the first Chance card drawn and have a set order after that to simulate placing cards at the bottom of the deck.



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Feb 19 2009, 8:58 pm fritfrat Post #14



12 different? Not 16 (or 15 if get out of jail free is being held)?



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Feb 19 2009, 9:24 pm UnholyUrine Post #15



Change Boardwalk to Auir..
Illinois to Char
and Mediterranean Ave to Earth...

Ppl'll Love it!

Houses = Supply Depots
Hotels = Command Centers.. wh00t :P

i donno... w/e.. do what u like .. but I'd say an SC Spin off (just renaming all the stuff) would make this map really popular



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Feb 20 2009, 3:38 am Norm Post #16



Added some screenshots and some updated progress for anyone who is interested. I may be able to finish this before the end of the month if no major roadblocks pop up.



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Feb 20 2009, 7:59 am LoveLess Post #17

Let me show you how to hump without making love.

Heh, i remember me and ShadowRune's Monopoly map. We did all the cards, terrain was AWESOME and dice worked purrfect... Even did like the first row of properties for everyone. Problem was... Movement was flawed from the get go. Completely trashed everything.



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Feb 20 2009, 9:55 am MetalGear Post #18



oh wow map looks very cool i hope u finish it. im guessing youre aware this map will probably require at least 6000 triggers? have you constructed your triggering around the possibilities that players may leave and potentially screw your death counters or go afk?

also just a question.. how did you upload your images like that? what was the code?



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Feb 20 2009, 11:37 am Norm Post #19



@Loveless: I'm sorry to hear that man. My movement system is very simple and thoroughly tested, so it won't be an issue for me.

@MetalGear: 6k Triggers? Whoa. I have quite a few, but not close to 6k yet i don't think. Is there an easy method to see total triggers using SCMDraft? I don't know. I hope to save on the amount of triggers I use by doing the simplest method for each system. Also, I have a built in system that adjusts the game for leavers by automatically forwarding the turn to the next person in line and returning any properties they owned to the bank for resale.

The pictures are from the IMG tag. I copy and pasted the link from an image hosting website.



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Feb 20 2009, 5:04 pm fritfrat Post #20



It won't take 6000. I am at 2200 and will probably finish with less than 3,000, and his map is much less complicated than mine; his would probably only take around 2200.
Also, players quitting is extremely easy to trigger.. the main decision is what to actually do with their stuff when they do leave, since there are no rules that actually address that.

Norm, the easiest to view your number is using mindarchon's trigger viewer, which I have uploaded to the DLDB. The version you showed me had about 1100.



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