Blitzaholic wrote:-
sending u a pm now griff
Thank you sir. Here it is jefjef, anything else you guys see? When are we gonna get out of this idea forum?
Moderator: Cartographers
Blitzaholic wrote:-
sending u a pm now griff
Mr_Adams wrote:it's good enough for me! get the XML written!![]()
Chariot of Fire wrote:Sorry to pour cold water on the layout, but don't you think LoW6, Legion2, BSS7 & Dragoon3 are made "too easy"? They are each adjacent to the drop zone, and once taken they each have adjacent access to both a portal and a castle.
Seems to me whoever gets any of these 4 is already at a distinct advantage, esp in a game with adjacent forts where such a configuration would be a huge head start. You simply keep forting from your drop zone to these adjacent spots and your poor opponent isn't going to know which route you might take nor find a route to get at your drop zone.
Maybe I should keep these little strategies to myself. Hmmm
(Land of LoW - huge advantage. If the holder sits on LoW6 there is no alternative route to his drop zone once through that portal, unlike the other start points).
Mr_Adams wrote:Chariot of Fire wrote:Sorry to pour cold water on the layout, but don't you think LoW6, Legion2, BSS7 & Dragoon3 are made "too easy"? They are each adjacent to the drop zone, and once taken they each have adjacent access to both a portal and a castle.
Seems to me whoever gets any of these 4 is already at a distinct advantage, esp in a game with adjacent forts where such a configuration would be a huge head start. You simply keep forting from your drop zone to these adjacent spots and your poor opponent isn't going to know which route you might take nor find a route to get at your drop zone.
Maybe I should keep these little strategies to myself. Hmmm
(Land of LoW - huge advantage. If the holder sits on LoW6 there is no alternative route to his drop zone once through that portal, unlike the other start points).
make LoW 3&4 into 1, then split 6 into 2 in such away that one attacks 7 and another attacks AOD.
Legion 2 only blocks TOFU, 3 can take 5, then barracks.
BSS is sheep squad? if so, just disconnect from the pen.
Dragoon, simply detach 7 from 3. (maybe a water feature to keep 5&8 detached?)
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
grifftron wrote:Mr_Adams wrote:Chariot of Fire wrote:Sorry to pour cold water on the layout, but don't you think LoW6, Legion2, BSS7 & Dragoon3 are made "too easy"? They are each adjacent to the drop zone, and once taken they each have adjacent access to both a portal and a castle.
Seems to me whoever gets any of these 4 is already at a distinct advantage, esp in a game with adjacent forts where such a configuration would be a huge head start. You simply keep forting from your drop zone to these adjacent spots and your poor opponent isn't going to know which route you might take nor find a route to get at your drop zone.
Maybe I should keep these little strategies to myself. Hmmm
(Land of LoW - huge advantage. If the holder sits on LoW6 there is no alternative route to his drop zone once through that portal, unlike the other start points).
make LoW 3&4 into 1, then split 6 into 2 in such away that one attacks 7 and another attacks AOD.
Legion 2 only blocks TOFU, 3 can take 5, then barracks.
BSS is sheep squad? if so, just disconnect from the pen.
Dragoon, simply detach 7 from 3. (maybe a water feature to keep 5&8 detached?)
Cold Water? CoF, more like HOLY WATER, you are making this map better by these comments and this is very appreciated by Blitz and I. And thanks for thinking some of that over Mr_Adams, I will look into that more when i get some time and fix some of those boarders so that clan drop points wont be at such advantages. Thanks guys, very constructive thoughts.
-griff
Mr_Adams wrote:it's good enough for me! get the XML written!
jefjef wrote:This has easily progressed far enough to be in the Gameplay workshop.
I would like to see balance as far as drop points and castles go.
See zero probs with No mans and the portals.Maybe have the castle's a bit more visible.
You could change No mans land to Mermaid Island.
Industrial Helix wrote:Ok, I don't see how this map is going to really play any differently than Feudal or Pelopennesian War. Yeah, it's got the Pinnicle in the middle which makes it like WWII Poland.... but its incredible hard to reach and I think will rarely ever come into play.
I really think a different gameplay needs to be considered.
Chariot of Fire wrote:griff, I was actually pondering this very same thought earlier, i.e. are the neutrals too high in value to deter a foray. I think they are to be honest, and what will eventually prevail (for the winner) is simply a case of having had better dice than better strategy. If neuts are too high in value it becomes a stacking game from the outset (no skill there, agreed) until such time as one player beats a 9 with his 12 whilst the oppo roll 4-8 against their neut 9 (leaving a 4 up against a neut 5). Pretty bad news, and already the game is going to reward the team/player that got the lucky dice to get on a portal or castle (esp a portal, for who will attack a neut portal to then be able to attack an oppo's held portal?).
So....just an opinion, but for more exciting and dynamic play that isn't too dice-dependant I'd recommend lowering the value of the neuts so that they don't become the factor in ruining someone's game due to shoddy dice.
RedBaron0 wrote:After you have submitted your design brief in the Official Design Brief Submissions thread, a group of Foundry moderators will review your application in line with their review schedule (roughly every two weeks). The reviewers will make make suggestions and recommendations for the development of the map idea, with successful design concepts being moved into the Gameplay Workshop.
Last review was done on the 8th-9th, should be this weekend sometime when your map will be checked, but I can't say for sure.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
jefjef wrote:For every 2 terts you get a bonus +1. Plenty of incentive to kill neutrals.
Maybe soften the portals. Like 4
Chariot of Fire wrote:My apologies, for some reason I'd not seen that bonus scheme (I'd only seen the terr bonuses for NML). OK, so that plays better already.
Next question - what would be your objective from your drop zone? To get to Pinnacle you have to go thru 6 neut + 6 neut just to get into NML. If your opponent opts to take a castle instead (which is rewarded with an auto +3) would he not benefit greater? 9 neuts for a +3 bonus or 12 neuts for 0 bonus, plus I've left my opponent the opportunity to simply hit 6 on his portal and freely attack my portals (of which I have two, having hit 6 + 6 neuts).
Just playing devil's advocate here guys, but as I see it the incentive would be to go for a castle first and wait for some other schmuck to hit a portal. Once he's on that portal he has no reward whatsoever, so I'll just bide my time (collecting +3) until he hits another portal. So he'll have gone -12 (in terms of neuts hit) just to reach a spot that I can get to via 6 neuts. Is this fair/feasible/workable?
Blitzaholic wrote:Map Name: Clandemonium
Your aims/design style: Something like a feudal epic style as that seems popular, however, there is a no mans land added with a pinnacle component to give more options for players to ponder about, and portals to make the game play action more intense and cerebral. I am in charge of the map ideas, names, clans and game play, grifftron is doing the art and graphics. Clans are a big part of the CC community and should be represented on at least one map, our inbox's have been flooded with excitement and anticipation from the masses of players. We hope to make this a big hit and very popular.
Uniqueness: This will be CC's 1st Clan map ever
Relevant Experience: First time mapmaker, although, posted many ideas to support other past maps that have been stamped and approved
MrBenn wrote:Blitzaholic wrote:Map Name: Clandemonium
Your aims/design style: Something like a feudal epic style as that seems popular, however, there is a no mans land added with a pinnacle component to give more options for players to ponder about, and portals to make the game play action more intense and cerebral. I am in charge of the map ideas, names, clans and game play, grifftron is doing the art and graphics. Clans are a big part of the CC community and should be represented on at least one map, our inbox's have been flooded with excitement and anticipation from the masses of players. We hope to make this a big hit and very popular.
Uniqueness: This will be CC's 1st Clan map ever
Relevant Experience: First time mapmaker, although, posted many ideas to support other past maps that have been stamped and approved
There are a couple of issues that I have with this map at the moment - the updates seem to be coming fast and furiously, which is an encouraging sign of enthusiasm, although there have been several good suggestions that have been brushed aside almost on a whim. I thought the suggestion of including 10 clans, with 10 possible start locations was a very good one, and would provide something additional to the mix. Several pages back, I posted about needing to focus on gameplay rather than names/appearance.
I think the concept as it stands is alright, but the clan-based theme still feels a little gimmicky. You could have an excellent opportunity to convey something of clan involvement within a map, but the clan-affiliation link feels very weak. What I'd like to see within your design-brief, is a clear indication of how you intend to capture the essence of clan membership within the map. While the map is almost ready to move to the Gameplay Workshop, I'd urge you to take a step back and think about how to make the project appeal to a wider audience than the 8 named clans. I want the map to work, but I don't want it to simply be a gimmick.
On a personal note (and slightly off-topic), I find it very difficult to keep up with the discussion when there are massive chunks of repetition embedded within quotes; it also makes it easy to miss the small gems that people may be dropping into the conversation
To proceed from here, I would suggest slowing down the speed/frequency of small graphical updates. When it comes to rebutting ideas, something along the line of "thanks but no thanks" generally doesn't cut the mustard - every suggestion is worthy of consideration right up to the final stages development! The conept is beginning to settle down and take a solid shape - before moving forward, I'd like to take a little bit more time to gauge whether the current set-up is the right one or not, and to ascertain whether or not the clan-theme works sufficiently well.
MrBenn wrote:On a personal note (and slightly off-topic), I find it very difficult to keep up with the discussion when there are massive chunks of repetition embedded within quotes; it also makes it easy to miss the small gems that people may be dropping into the conversation
MrBenn wrote:There are a couple of issues that I have with this map at the moment - the updates seem to be coming fast and furiously, which is an encouraging sign of enthusiasm, although there have been several good suggestions that have been brushed aside almost on a whim.
MrBenn wrote:I thought the suggestion of including 10 clans, with 10 possible start locations was a very good one, and would provide something additional to the mix. Several pages back, I posted about needing to focus on gameplay rather than names/appearance.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
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