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Re: Clandemonium

Postby MrBenn on Wed Feb 10, 2010 4:46 pm

I'd just like to express my concern that this thread has reached 32 pages (there are quenched maps with smaller threads) and that very many comments on gameplay are being brushed aside.

It'll take a lot more than naive enthusiasm to push a map through the foundry... why not spend some time reading through other map threads that are in development and see if you can help push those along while you're here?

For the record, we generally take polls in the foundry with a pinch of salt; especially if they're subject to unusual voting patterns :-s
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Re: Clandemonium

Postby jiminski on Wed Feb 10, 2010 6:48 pm

MrBenn wrote:I'd just like to express my concern that this thread has reached 32 pages (there are quenched maps with smaller threads) and that very many comments on gameplay are being brushed aside.

It'll take a lot more than naive enthusiasm to push a map through the foundry... why not spend some time reading through other map threads that are in development and see if you can help push those along while you're here?

For the record, we generally take polls in the foundry with a pinch of salt; especially if they're subject to unusual voting patterns :-s


True enough MrB, and i think the guys need to very carefully look at the gameplay suggestions .. but you should also remember that this is so large and seemingly disordered a thread as the concept instantly has a broader appeal to relative new-comers to the Foundry process.

(heheh it's what you always wanted in here, new blood! without the staid views of conventional process, without the preconceptions which are bred into commenter's as they fall to hegenomic line, new blood without a clue what we are doing ;) )

I'll work on my gameplay concept a little too, give me a mail if you are interested in tapping into my creative genius Griff and Blitz.. (or just to share some nudey pics!)
.. i think it could be the novelty the map needs.. with a little polish and the addition of coding reality!
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Re: Clandemonium

Postby cmeb4udie on Wed Feb 10, 2010 8:36 pm

I like the map and looks like it would be a good play.... I say yes to the map.
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Re: Clandemonium

Postby grifftron on Wed Feb 10, 2010 9:58 pm

denominator, I was planning on making that more clear, still looking for the time to work more graphically on the map, but still trying to get the game play down solid. What way do you guys suggest we go with pinnacle.. attack and conquer drop points or just bombard? We know this will make big diff in game play like you said. More thoughts on this please.

Still waiting on a PM from natty... he was gonna help us with his thoughts on connecting more then 2 territories at the tips there.

Jim. PM SENT

jefjef, i agree and we had lowered them but then we raised them again, i will talk with Blitz on this again

MrBenn, we have not brushed off any suggestions on Game play, if someone feels like that please post the suggestion we "brushed off" and we will process on that again as we have with ever suggestion so far...

We are excited with all the support we have received on this map. Thanks again. We hope to improve this map to its best so it will be enjoyable to play for all.

-griff
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Re: Clandemonium

Postby Georgerx7di on Thu Feb 11, 2010 12:12 am

grifftron wrote:Ok here are some changes i made on the map (in the key actually) Lets see what others think

1. Only Pinnacle can attack drop points
2. Pinnacle will reset to 7 neutral after each players turn

As for connecting 3 or more clan territories together, we would have to take away some castles i am guessing right natty? This is what i understand anyways... because the castle would be the 1 thing keeping the clan territories apart right? Let me know more input on this one. We don't really want to go with less then 20 clans on the map as all 20 have agreed to be on the map already. Maybe there is a different way to do this? But as i said before, portals do connect to other clans and this does make the game play of this map different from any other.

-griff


I really think reseting the pinnacle to neutral is a bad idea, especially 7. In a no spoils game if you fail in your attack then you get bogged down, game could drag.
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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 9:19 am

cmeb4udie wrote:I like the map and looks like it would be a good play.... I say yes to the map.



wow cmeb4udie, great to here from a cc legend. Thx for the feedback and glad to see you back on CC. I hope you stay for awhile.



Griff, could you spell out the words No mans Land in the legend instead on NM when you get time? Thanks.
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Re: Clandemonium

Postby natty dread on Fri Feb 12, 2010 10:05 am

Ok sorry for taking so long, but here's my suggestions:

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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 10:10 am

natty_dread wrote:Ok sorry for taking so long, but here's my suggestions:

Click image to enlarge.
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what are you suggesting now?
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Re: Clandemonium

Postby natty dread on Fri Feb 12, 2010 10:40 am

It is the draft Grifftron requested me for. Shows how to connect 3 clans in 2 places.
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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 2:03 pm

denominator wrote:I think you need to add some sort of one-way attack marker from the drop points out. As it stands now, it appears that you are able to attack the drop points from regular territories on the map, but have to carefully read the legend to discover that it is simply not the case.



correct, just waiting for the update, we got this in mind, please be patient, but, great point.


denominator wrote:Secondly, is the Portal to Drop Point assault an "attack and conquer" or is it a "bombard"? It will make a huge difference in game play. If it is bombard only it means that you won't be able to eliminate a player solely by taking the pinnacle once they have conquered a territory.



I was leaning towards attack and conquer, not bombard, but, will remain open.


denominator wrote:Finally, and this is just a little grammatical pet peeve of mine - I would much rather see "No Man's Land" in the legend than NM.



Yes, we can do that.


MrBenn wrote:I'd just like to express my concern that this thread has reached 32 pages (there are quenched maps with smaller threads)



You should be happy and proud of this mrbenn, we are helping the map foundry grow and many love this idea, and clans are a big part of CC, the least we could do is give them one map.


grifftron wrote:denominator, I was planning on making that more clear, still looking for the time to work more graphically on the map, but still trying to get the game play down solid. What way do you guys suggest we go with pinnacle.. attack and conquer drop points or just bombard? We know this will make big diff in game play like you said. More thoughts on this please. -griff




Again, I was leaning towards attack and conquer, not bombard, but, will remain open. What do you think denominator or anyone?



denominator wrote:
This is the most that I've liked this map yet.



Thank You very much for the kind compliments. Griff has been putting in dozens of hours working on many of the changes and suggestions that a lot have left in here. We could not do this without all of your help and support. I am glad many of you are liking this map idea more and more, it gives us confidence and we thank all on helping CC and recognizing clans more as well as contributed posts to the map foundry. griff and myself applaud you all, and a big thanks to natty as well for your time. =D>
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Re: Clandemonium

Postby denominator on Fri Feb 12, 2010 2:42 pm

I would rather see attack and conquer, especially if the Pinnacle resets to neutral after the turn.

The bombarding will jam games because you'll end up being able to kill a player's most important territory without being able to get to the rest of his regions.
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Re: Clandemonium

Postby natty dread on Fri Feb 12, 2010 2:46 pm

I would rather see attack and conquer, especially if the Pinnacle resets to neutral after the turn.


Seconded. Also if it is bombardment only, then if you lose the drop point, you can be left in the game with no chance to retake a drop point. Make it regular attack.
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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 3:18 pm

natty_dread wrote:
I would rather see attack and conquer, especially if the Pinnacle resets to neutral after the turn.


Seconded. Also if it is bombardment only, then if you lose the drop point, you can be left in the game with no chance to retake a drop point. Make it regular attack.



agreed. When you get time griff, can you add this for game play.


also, what do you all think of this?

idea for coats of arms or flags for map?

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This was a Qwert idea, looks pretty neat, if we do add, then we would need to have each clan put a symbol they would like? or would you all rather not?
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Re: Clandemonium

Postby natty dread on Fri Feb 12, 2010 3:22 pm

also, what do you all think of this?

idea for coats of arms or flags for map?


I'd say why not. But still, keep the focus on the gameplay... there will be plenty of time for graphics decisions in the next workshop.
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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 3:31 pm

natty_dread wrote:
also, what do you all think of this?

idea for coats of arms or flags for map?


I'd say why not. But still, keep the focus on the gameplay... there will be plenty of time for graphics decisions in the next workshop.



ok, I am just trying to get ahead of the curve here because it may take some lengthy time for clans to create their coats of arms. I figured I'd give some a heads up to work on them. I think the game play is coming along nicely, much improved form earlier, would you agree to the natty? Who decides when it is a good time to move into graphics workshop?
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Re: Clandemonium

Postby natty dread on Fri Feb 12, 2010 3:38 pm

Blitzaholic wrote:ok, I am just trying to get ahead of the curve here because it may take some lengthy time for clans to create their coats of arms. I figured I'd give some a heads up to work on them. I think the game play is coming along nicely, much improved form earlier, would you agree to the natty? Who decides when it is a good time to move into graphics workshop?


Clans to create them? Why? You have a good artist here, let the clans tell what they want and griff can draw them. It's his artwork after all, and he needs to make sure the visual style is consistent.

As for deciding when the map moves on, that is the foundry mods' job. The ones in charge in the gameplay workshop are Evil dimwit and iancanton, if I recall correctly.
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Re: Clandemonium

Postby Blitzaholic on Fri Feb 12, 2010 4:27 pm

natty_dread wrote:
Blitzaholic wrote:ok, I am just trying to get ahead of the curve here because it may take some lengthy time for clans to create their coats of arms. I figured I'd give some a heads up to work on them. I think the game play is coming along nicely, much improved form earlier, would you agree to the natty? Who decides when it is a good time to move into graphics workshop?


Clans to create them? Why? You have a good artist here, let the clans tell what they want and griff can draw them. It's his artwork after all, and he needs to make sure the visual style is consistent.

As for deciding when the map moves on, that is the foundry mods' job. The ones in charge in the gameplay workshop are Evil dimwit and iancanton, if I recall correctly.




ok, here is one:

jefjef wrote:For the Brethren I would say A pirate skull flag would be suitable.
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Re: Clandemonium

Postby jefjef on Fri Feb 12, 2010 4:29 pm

Something like this. Maybe instead of cutlasses use crossed riot guns. :D

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Re: Clandemonium

Postby Mr_Adams on Fri Feb 12, 2010 4:47 pm

jefjef wrote:Something like this. Maybe instead of cutlasses use crossed riot guns. :D

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YES! Calico Jack's flag!
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Re: Clandemonium

Postby Bruceswar on Fri Feb 12, 2010 5:07 pm

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Re: Clandemonium

Postby grifftron on Fri Feb 12, 2010 9:52 pm

Click image to enlarge.
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let me know what you guys think before i go any further on the drop points being 1 way... i started putting arrows in, and made the boarders for the drop points more thicker...

Blitz we need to decide on the neutrals for the portals, some have commented on not liking them so high, what does everyone think on this?

Also more comments on nattys idea about linking 3 clan territories together, is this a way this map should go? it would change the gameplay big time.

-griff
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Re: Clandemonium

Postby Mr_Adams on Sat Feb 13, 2010 12:46 am

the mountains and rivers and forests look corny to me, with the boarders. It gives that give that impassible message, but doesn't look so good. perhaps a key marking them as impassible, and make IA 13, 14 AOD 14 ect more like pinnacle 1-9, where it kind of flows into the impassible borders. As for the portals and castles, you've got the feudal problem now. in feudal, you had territories which could attack 2 territories with different names, and the same #, which causes confusion for those w/o clickies. you may want to give some thought to re-numbering the board. EG, AOC attacks THOTA 7 and LOW 7, Myth attacks Empire 13&14 and Tofu 13&14, O&H attacks Drag14 and AI 14, Brethren attacks TSM 7&8 and Sheep 7&8. its even worse with the portals.
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Re: Clandemonium

Postby grifftron on Sat Feb 13, 2010 4:59 am

Mr_Adams wrote:the mountains and rivers and forests look corny to me, with the boarders. It gives that give that impassible message, but doesn't look so good. perhaps a key marking them as impassible, and make IA 13, 14 AOD 14 ect more like pinnacle 1-9, where it kind of flows into the impassible borders. As for the portals and castles, you've got the feudal problem now. in feudal, you had territories which could attack 2 territories with different names, and the same #, which causes confusion for those w/o clickies. you may want to give some thought to re-numbering the board. EG, AOC attacks THOTA 7 and LOW 7, Myth attacks Empire 13&14 and Tofu 13&14, O&H attacks Drag14 and AI 14, Brethren attacks TSM 7&8 and Sheep 7&8. its even worse with the portals.


We will leave graphics for later

But i understand what your saying with the boarders, i was actually following Feudal when that was mentioned and done, I will have to carefully re label all lands, Thanks Mr_Adams for reminding me of this.

-griff
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Re: Clandemonium

Postby grifftron on Sat Feb 13, 2010 9:57 am

Click image to enlarge.
image


Ok is this clear enough on the Pinnacle being the only thing to attack drop points yet? How is game play looking?

I need to get some time where i can think and re number all terts so that people don't get confused like adam said.

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Re: Clandemonium

Postby Industrial Helix on Sat Feb 13, 2010 5:40 pm

Whoa... i love the way this is shaping up, the graphics overhaul really sells it to me, imo.

I'll post more on the gameplay when I get a chance.
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