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Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium

Postby GallantPellham on Wed Jan 27, 2010 11:28 pm

feel free to use the name of the brethren of the Fat Mermaid on your map, we would prefer something a little closer to the coast, :D

thanks

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Re: Clandemonium

Postby grifftron on Wed Jan 27, 2010 11:35 pm

GallantPellham wrote:feel free to use the name of the brethren of the Fat Mermaid on your map, we would prefer something a little closer to the coast, :D

thanks

GallantPellham


Well IF the "idea" of this map is passed, and the "game play" is passed then i will for sure make a little coast for you guys to be by ;) maybe even put some pirate ships in there for ya :-$

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Re: Clandemonium

Postby Blitzaholic on Thu Jan 28, 2010 5:47 pm

TheMissionary wrote:how many neutrals are going to be on the portals?



we changed it to 4, but, I was thinking 6 for portals was a good idea.

others for amounts on portals? 4 or 6? I am leaning towards 6.
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Re: Clandemonium

Postby TheMissionary on Thu Jan 28, 2010 8:53 pm

I agree with 6. You don't want a shortcut through the map to be that unguarded I would think.
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Re: Clandemonium

Postby hiddendragon on Thu Jan 28, 2010 8:57 pm

I think there should be as many portals as there are starting points
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Re: Clandemonium

Postby grifftron on Thu Jan 28, 2010 8:59 pm

there are going to bed 13 portals, 3 on No Mans Land and then 1 on each clan homeland. Maybe we can take a poll on the number of neutrals on the portals?

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Re: Clandemonium

Postby TheMissionary on Thu Jan 28, 2010 11:39 pm

I don't see why you would need 3 portals on no mans land if they are all linked together. Just one should be sufficient.
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Re: Clandemonium

Postby Hopscotcher on Thu Jan 28, 2010 11:47 pm

TheMissionary wrote:I don't see why you would need 3 portals on no mans land if they are all linked together. Just one should be sufficient.


I think they mean 1 portal in each No Man's Land. there are more than one........

Got to say, Blitz, the idea is cool, but my god this is an ugly looking map right now!!!! I know it's just in its beginning phases, so I'm not going to hound on it.

I thought it might be fun if the different "Continents" were shaped like

A Horse for Thota, a Dagger for IA, etc. so that the territories themselves make up the symbol instead of just having the symbol on the castle.

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Re: Clandemonium

Postby Blitzaholic on Thu Jan 28, 2010 11:48 pm

TheMissionary wrote:I don't see why you would need 3 portals on no mans land if they are all linked together. Just one should be sufficient.






right, we may only need 1 portal on no mans land








and 6 neutrals for all portals
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Re: Clandemonium

Postby Blitzaholic on Thu Jan 28, 2010 11:50 pm

Hopscotcher wrote:
TheMissionary wrote:I don't see why you would need 3 portals on no mans land if they are all linked together. Just one should be sufficient.


I think they mean 1 portal in each No Man's Land. there are more than one........

Got to say, Blitz, the idea is cool, but my god this is an ugly looking map right now!!!! I know it's just in its beginning phases, so I'm not going to hound on it.

I thought it might be fun if the different "Continents" were shaped like

A Horse for Thota, a Dagger for IA, etc. so that the territories themselves make up the symbol instead of just having the symbol on the castle.

My 2 bits. Now I need a shave







thx hop







the graphics will come later , just trying to get the game play down and hopefully moved to the game workshop soon.
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Re: Clandemonium

Postby Blitzaholic on Fri Jan 29, 2010 11:01 am

Size: Large - 840x800, Small - 630x600

is this the maximum and minimum you are allowed?
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Re: Clandemonium

Postby natty dread on Fri Jan 29, 2010 1:11 pm

Blitzaholic wrote:Size: Large - 840x800, Small - 630x600

is this the maximum and minimum you are allowed?


correct
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Re: Clandemonium

Postby MrBenn on Fri Jan 29, 2010 7:34 pm

With the higher number of starting positions available, your going to have something else to differentiate the map from Feudal/AoR etc.

I'd still encourage you to try and keep the map as un-gimmicky as possible; the next step is going to take a lot of thought and careful planning in order to acheive equitable and assymetric start positions.

[moved] to the Gameplay Workshop

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Re: Clandemonium

Postby grifftron on Fri Jan 29, 2010 7:51 pm

=D>

Thanks Mr.Benn and Foundry staff.

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Re: Clandemonium

Postby Industrial Helix on Fri Jan 29, 2010 8:31 pm

=D> Congrats on the move!

As a clan outsider, none of those abbreviations means a thing to me and honestly point little direction to which clans they represent. As much a pain in the arse its going to be, I think you're going to have to spell them out.

Also, the pinnicle/no mans land still isn't attractive enough for me to attack. Perhaps you could throw in some impassables between every two drop points and let a minizone war, take the portal to no mans land where they rumble with everyone else.
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Re: Clandemonium

Postby grifftron on Fri Jan 29, 2010 8:56 pm

Industrial Helix wrote:=D> Congrats on the move!
As a clan outsider, none of those abbreviations means a thing to me and honestly point little direction to which clans they represent. As much a pain in the arse its going to be, I think you're going to have to spell them out.
Also, the pinnicle/no mans land still isn't attractive enough for me to attack. Perhaps you could throw in some impassables between every two drop points and let a minizone war, take the portal to no mans land where they rumble with everyone else.


I don't think it will be a pain to spell them out, probably take a few minutes... but it would take up a lot of space as some clan names are pretty long, could we possible have the abbreviations on there and then spell out the names under the map like i have seen in many maps before? I WILL spell them out full and see how they look tho.

As for making pinnacle more attractive, the mini war zone sounds cool, but if we threw impassables between each 2 drop points, what would happen to our castles? although i do love the idea, would this actually work with the layout we have now? And in above posts Blitz and others want to raise the portals to 6 neutral again, how can we make pinnacle more "attractive" for people to go after it?

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Re: Clandemonium

Postby waseemalim on Fri Jan 29, 2010 9:05 pm

MrBenn wrote:With the higher number of starting positions available, your going to have something else to differentiate the map from Feudal/AoR etc.

I'd still encourage you to try and keep the map as un-gimmicky as possible; the next step is going to take a lot of thought and careful planning in order to acheive equitable and assymetric start positions.

[moved] to the Gameplay Workshop

;-)


well said. and I guess it bears more weight when it comes from you.
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Re: Clandemonium

Postby Blitzaholic on Fri Jan 29, 2010 9:17 pm

thx a lot mr benn
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Re: Clandemonium

Postby Industrial Helix on Fri Jan 29, 2010 11:39 pm

grifftron wrote:
I don't think it will be a pain to spell them out, probably take a few minutes... but it would take up a lot of space as some clan names are pretty long, could we possible have the abbreviations on there and then spell out the names under the map like i have seen in many maps before? I WILL spell them out full and see how they look tho.

As for making pinnacle more attractive, the mini war zone sounds cool, but if we threw impassables between each 2 drop points, what would happen to our castles? although i do love the idea, would this actually work with the layout we have now? And in above posts Blitz and others want to raise the portals to 6 neutral again, how can we make pinnacle more "attractive" for people to go after it?

-griff


Well, if you go with the impassible/miniwarzone idea I'd say start moving the castles around and likely add even more. You've got the room, cause I can see your legend is way too big. Put two castles, two drop points, one portal per warzone area. Or, make them fight for that castle and put one, let it bombard the portal as it's got shifty cannon or arrow thingies in its turrents to shoot at the invading armies. You'll probably have to add another pinnacle.

To be honest, I highly suggest something like this... I think it's really been undone before on CC and is what you might need to gain the interest of the mods. Essentially, its a 1v1 than can lead into a 8 player in the same game. The diplomacy that could come out of this is quite interesting. Kill each other until the invaders arrive or strike a pact to annihilate the other and then kill each other over the spoils.

And if you split it up into mini-warzones, you can then have a little more worldly experience. Make the first two desert themed, the next jungle, the next wasteland, the next arctic, ect. Make it like a world of clans, rather than a jungle.
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Re: Clandemonium

Postby grifftron on Sat Jan 30, 2010 4:08 am

Industrial Helix wrote:
grifftron wrote:
I don't think it will be a pain to spell them out, probably take a few minutes... but it would take up a lot of space as some clan names are pretty long, could we possible have the abbreviations on there and then spell out the names under the map like i have seen in many maps before? I WILL spell them out full and see how they look tho.

As for making pinnacle more attractive, the mini war zone sounds cool, but if we threw impassables between each 2 drop points, what would happen to our castles? although i do love the idea, would this actually work with the layout we have now? And in above posts Blitz and others want to raise the portals to 6 neutral again, how can we make pinnacle more "attractive" for people to go after it?

-griff


Well, if you go with the impassible/miniwarzone idea I'd say start moving the castles around and likely add even more. You've got the room, cause I can see your legend is way too big. Put two castles, two drop points, one portal per warzone area. Or, make them fight for that castle and put one, let it bombard the portal as it's got shifty cannon or arrow thingies in its turrents to shoot at the invading armies. You'll probably have to add another pinnacle.

To be honest, I highly suggest something like this... I think it's really been undone before on CC and is what you might need to gain the interest of the mods. Essentially, its a 1v1 than can lead into a 8 player in the same game. The diplomacy that could come out of this is quite interesting. Kill each other until the invaders arrive or strike a pact to annihilate the other and then kill each other over the spoils.

And if you split it up into mini-warzones, you can then have a little more worldly experience. Make the first two desert themed, the next jungle, the next wasteland, the next arctic, ect. Make it like a world of clans, rather than a jungle.



I really really like this idea. A "Clan World" sounds just awesome... ill contact Blitz and see what he thinks about messing around with the castles and boarders a bit and see what we can come up with... very interesting idea IH.

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Re: Clandemonium

Postby TheMissionary on Sat Jan 30, 2010 4:56 am

Industrial Helix wrote:
grifftron wrote:
I don't think it will be a pain to spell them out, probably take a few minutes... but it would take up a lot of space as some clan names are pretty long, could we possible have the abbreviations on there and then spell out the names under the map like i have seen in many maps before? I WILL spell them out full and see how they look tho.

As for making pinnacle more attractive, the mini war zone sounds cool, but if we threw impassables between each 2 drop points, what would happen to our castles? although i do love the idea, would this actually work with the layout we have now? And in above posts Blitz and others want to raise the portals to 6 neutral again, how can we make pinnacle more "attractive" for people to go after it?

-griff


Well, if you go with the impassible/miniwarzone idea I'd say start moving the castles around and likely add even more. You've got the room, cause I can see your legend is way too big. Put two castles, two drop points, one portal per warzone area. Or, make them fight for that castle and put one, let it bombard the portal as it's got shifty cannon or arrow thingies in its turrents to shoot at the invading armies. You'll probably have to add another pinnacle.

To be honest, I highly suggest something like this... I think it's really been undone before on CC and is what you might need to gain the interest of the mods. Essentially, its a 1v1 than can lead into a 8 player in the same game. The diplomacy that could come out of this is quite interesting. Kill each other until the invaders arrive or strike a pact to annihilate the other and then kill each other over the spoils.

And if you split it up into mini-warzones, you can then have a little more worldly experience. Make the first two desert themed, the next jungle, the next wasteland, the next arctic, ect. Make it like a world of clans, rather than a jungle.


This is a brilliant idea in my opinion!
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Re: Clandemonium

Postby Blitzaholic on Sat Jan 30, 2010 9:19 am

Industrial Helix wrote:
grifftron wrote:
I don't think it will be a pain to spell them out, probably take a few minutes... but it would take up a lot of space as some clan names are pretty long, could we possible have the abbreviations on there and then spell out the names under the map like i have seen in many maps before? I WILL spell them out full and see how they look tho.

As for making pinnacle more attractive, the mini war zone sounds cool, but if we threw impassables between each 2 drop points, what would happen to our castles? although i do love the idea, would this actually work with the layout we have now? And in above posts Blitz and others want to raise the portals to 6 neutral again, how can we make pinnacle more "attractive" for people to go after it?

-griff


Well, if you go with the impassible/miniwarzone idea I'd say start moving the castles around and likely add even more. You've got the room, cause I can see your legend is way too big. Put two castles, two drop points, one portal per warzone area. Or, make them fight for that castle and put one, let it bombard the portal as it's got shifty cannon or arrow thingies in its turrents to shoot at the invading armies. You'll probably have to add another pinnacle.

To be honest, I highly suggest something like this... I think it's really been undone before on CC and is what you might need to gain the interest of the mods. Essentially, its a 1v1 than can lead into a 8 player in the same game. The diplomacy that could come out of this is quite interesting. Kill each other until the invaders arrive or strike a pact to annihilate the other and then kill each other over the spoils.

And if you split it up into mini-warzones, you can then have a little more worldly experience. Make the first two desert themed, the next jungle, the next wasteland, the next arctic, ect. Make it like a world of clans, rather than a jungle.




I agree, I like this idea a lot myself IH.

I also think we could use more territories. I mean (hive) the last map released had 350 plus lands, we could easily use around 150 lands and have more separation in between starting points and some of the territories are rather big, we could easily have 2 lands and use the same space as 1 land? I like the cannon idea. I also like the idea of many themes, wastelands, snow, grass, mud, forests, desert, jungle, light fog or mist, etc if split into warzones. or as IH we could use the 1st 2 desert themed, next 2 jungles, etc.
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Re: Clandemonium

Postby grifftron on Sat Jan 30, 2010 9:43 am

ya the only flaw that i see in that kind of game play would of course be the times when you play with 8 players and 6 of the players end up in those 3 little "mini war" areas while the other 2 players end up 1 in each of the other 2 giving them as much room to grow and build... make sense? talking to Blitz about this... is there any ideas on how we could still have the 10 drop points and get around this unfair play?

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Re: Clandemonium

Postby Sir Sinclair on Sat Jan 30, 2010 10:47 am

the only input i have is It liooks and sounds cool
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Re: Clandemonium

Postby hiddendragon on Sat Jan 30, 2010 5:10 pm

maybe take the pinnacle out?
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