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RADAR ( artist needed )

Posted:
Sat Sep 05, 2009 12:12 am
by sinctheassasin
Hey, I was thinking of a map that would be great to play fog of war on:
basically, you have a large area of whatever terrain ( mountains, forests, etc) and in the center you have a huge radar dome. This radar dome, will act like an actual radar, and through bombardment, you will be able to "one way see" everything on the map.
In order to keep the bombardment in check, we could have a negative 10000 autodeploy on it, and a -3 bonus.
We could also have bonus territs which can "upgrade" the radar (provide it with extra troops) so that it can also attack anywhere.
If course, everybody would start near the outside, and there would be various obstacles everywhere. The radar and the updradinf territs would start off with a hefty 10+ neutral.
We could also have spies that can "sabatauge" (sp?) (bombard) the upgrading spaces, and therefore take away the ability to use the radar as an attack route.
I am looking for an artist who can do textures, structures, and reasonably quick updates. Any takers?
Re: RADAR ( artist needed )

Posted:
Tue Sep 08, 2009 8:15 am
by Industrial Helix
While I can't really offer my services on this map, I think it has potential. But what if it was steered towards a battle of britain type scenario? I think radar could be a cool feature of it. Maybe attack it and you can see via bombard the enemy airplaces, but it would have a killer neutral or something.
The only problem I see with that though, it would be pointless without fog of war. Well, might be an interesting map anyway. But with fog it would be exceptionally cool.
Re: RADAR ( artist needed )

Posted:
Wed Sep 16, 2009 9:37 pm
by sinctheassasin
Hmmm... I guess in fog it would be pointless... Maybe we could ask for lack yo write in something that only lets players play on thi map with fog. I don't think that would be very hard to do, right? Just blank out the other checkbox..
But if we can't, I guess the "engineer warehouse" territs that could upgrade, or add an extra troop that you can use for bombarding from the radar...
I'm going to start hunting around for an artist... Any gameplay ideas you guys have?
How many territories should there be? Personally, instead of a neutral heavy radar, what about a "security code" with a killer ten neutrals to isolate the radar. The radar bulging would be surrounded by, let's say mountains or forests. Having more territores surrounding the radar would make the radar itself a bigger position to hold. I don't really think there would be a need for personal naming, so probably numbers would do just fine, and therefore, we could probably squeeze in a ton of territs, I think we would be shooting for the 100 range.

Re: RADAR ( artist needed )

Posted:
Thu Sep 17, 2009 2:40 am
by iceco
Great map idea.
The graphics would be more complicated than the pentominoes idea, so I don't know if I'm the right person for this.
If I have time, I'll do a demo map. Just to see for myself (and others) if I'm any good at it, though probably not.
Anyway, the code territs is good. You could even go for a code pad next to the map where you have to conquer number per number of the code. Though you'd better have several of these pads, as otherwise it's a major bottleneck.
Another thing is the naming. I think you should go with some sort of coordinates, it would better fit the feel of a radar. (Like a ring of territs every 5 feet and then a territory every 10 degrees, making for nifty names like "5ft 30degrees")
EDIT: I tried, isn't going to work.
Re: RADAR ( artist needed )

Posted:
Thu Sep 17, 2009 2:09 pm
by sinctheassasin
iceco wrote:Great map idea.
The graphics would be more complicated than the pentominoes idea, so I don't know if I'm the right person for this.
If I have time, I'll do a demo map. Just to see for myself (and others) if I'm any good at it, though probably not.
Anyway, the code territs is good. You could even go for a code pad next to the map where you have to conquer number per number of the code. Though you'd better have several of these pads, as otherwise it's a major bottleneck.
Another thing is the naming. I think you should go with some sort of coordinates, it would better fit the feel of a radar. (Like a ring of territs every 5 feet and then a territory every 10 degrees, making for nifty names like "5ft 30degrees")
EDIT: I tried, isn't going to work.
Im not exactly sure what your idea was in the second paragraph... what i am getting is that you have to capture several spaces in order to enter the radar???
I was thinking of basically a center territ, which would be the radar. this can only be attacked by the secrurity code, which borders the surrounding envoronment.
Re: RADAR ( artist needed )

Posted:
Thu Sep 17, 2009 2:53 pm
by iceco
My idea was to replace your security code territory with several territories:
- the entrance, on the map
- and then the code itself, represented by a key pad next to the map, where some numbers are territories. the last one would then link to the radar.
Gamplay would then be like this: you attack the entrance and from there, you see you can attack "number 3" on the key pad (that is, if you play with fog, otherwise you'd just notice by the drop-down list of territories you can attack). When you conquer that one, you can go to "number 7" and from there to "number 9" etc., as if you were giving in the code. (My numbers are just examples, you can use a different "code" to type).
From the last number of the code, you would be able to attack the radar, as if "the door to the radar room opened".
I hope that makes more sense