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Posted: Fri Nov 30, 2007 2:56 am
by reverend_kyle
I didn't want to rain on their parade of trying to figure out how to make it possible, but you did say "Not that you could replicat it in test playing"


that's a direct quote the spelling error was his not mine.

Posted: Fri Nov 30, 2007 3:10 am
by yamahafazer
reverend_kyle wrote:I didn't want to rain on their parade of trying to figure out how to make it possible, but you did say "Not that you could replicat it in test playing"


that's a direct quote the spelling error was his not mine.


Ye I know it will be mine... I must have at least 100-150 spelling error's in all my posts.... :(

Hey the point of languige is to be understod... so I don't worry too much 8)

Posted: Sat Dec 01, 2007 1:38 pm
by Contron13542
WidowMakers wrote:
Contron13542 wrote:I dont see any problem with the astral bombardment of the hall of locked doors, thats still a one way attack, and that way, no one gets into that room (and it doesn't really make it that confusing) :D
There are 2 reasons this will not happen.

1) Adding bombardment will just place a neutral in the room and not allow anyone to get the bonus.
2) I am keeping with the wishes of the original cartographer (Jota). ONLY 1-WAY BORDERS.

If this continues to be an issue. We will rename the room.

WM


THAT IS STILL A ONE-WAY BORDER
HOW DO YOU NOT SEE THAT?

and it would still work...its still a one-way, so ur agrement w/ jota would be honored

Posted: Sat Dec 01, 2007 2:34 pm
by WidowMakers
Contron13542 wrote:
WidowMakers wrote:
Contron13542 wrote:I dont see any problem with the astral bombardment of the hall of locked doors, thats still a one way attack, and that way, no one gets into that room (and it doesn't really make it that confusing) :D
There are 2 reasons this will not happen.

1) Adding bombardment will just place a neutral in the room and not allow anyone to get the bonus.
2) I am keeping with the wishes of the original cartographer (Jota). ONLY 1-WAY BORDERS.

If this continues to be an issue. We will rename the room.

WM


THAT IS STILL A ONE-WAY BORDER
HOW DO YOU NOT SEE THAT?

and it would still work...its still a one-way, so ur agrement w/ jota would be honored
OK let me put it another way. When Jota approached me he said do not use any of teh new XML features. Bombardments are included in that.

Only 1-Way through doors. End of the issue. I am going to just rename the room so we don't have this issue.

Plus bombardment would still never allow anyone to hold the bonus because bombards only end with neutrals.

WM

Posted: Sat Dec 01, 2007 11:52 pm
by WidowMakers
Well Here is V11

I still need to do the Great Hall and probably the chapel, artifactory and sanctum.

I also adjusted the colors because people were saying it was to hard to tell the difference. They are not as bright as they were originally but they now have enough color and texture to easily be distinguished.

Image

WM

Posted: Sun Dec 02, 2007 12:29 am
by Bad Speler
Well, i don't normally bother with small little things, but since i know you can do it easily, shouldn't the fireplace in the forge provide light to the area surrounding it?

Great map though, I was and still am looking forward to seeing this in play since Jota's version!

Posted: Sun Dec 02, 2007 1:03 am
by mibi
this must be fun.

Posted: Mon Dec 03, 2007 10:33 pm
by Blitzaholic
WidowMakers wrote:Well Here is V11

I still need to do the Great Hall and probably the chapel, artifactory and sanctum.

I also adjusted the colors because people were saying it was to hard to tell the difference. They are not as bright as they were originally but they now have enough color and texture to easily be distinguished.

Image

WM



looks interesting widowsmakers

should be interesting

Posted: Tue Dec 04, 2007 12:53 am
by whitestazn88
this looks really good, and i'm excited with where this goes. but i got one question... will the 3 maps be all playable at the same time once completed?

Posted: Tue Dec 04, 2007 3:57 am
by reverend_kyle
yamahafazer wrote:
reverend_kyle wrote:I didn't want to rain on their parade of trying to figure out how to make it possible, but you did say "Not that you could replicat it in test playing"


that's a direct quote the spelling error was his not mine.


Ye I know it will be mine... I must have at least 100-150 spelling error's in all my posts.... :(

Hey the point of languige is to be understod... so I don't worry too much 8)


I'm not sure why I even mentioned the spelling error. 1000s of spelling errors are posted each day on this site, I typically ignore them.

Re: should be interesting

Posted: Tue Dec 04, 2007 6:04 am
by WidowMakers
whitestazn88 wrote:this looks really good, and i'm excited with where this goes. but i got one question... will the 3 maps be all playable at the same time once completed?
No. The other two are not even started yet. I want to make sure that this map is liked by the community (no sense in making 2 more maps people hate) and I wanted to get the graphical style set so all of the maps had the same feel.

SO...
If this maps is well received....
I will make the other two...

WM

Posted: Tue Dec 04, 2007 1:23 pm
by Rictus
This is SUCH a good looking map IMO - I have no idea how it'll play, but I applaud the idea and look forward to trying it out...

Posted: Tue Dec 04, 2007 2:38 pm
by dominationnation
prob. a stupid question but what is the "down to level II" thing in the great hall? does that attack to anywhere? or is that just supposed to be a sign that the next map will come soon.

Posted: Tue Dec 04, 2007 2:39 pm
by Coleman
dominationnation wrote:prob. a stupid question but what is the "down to level II" thing in the great hall? does that attack to anywhere? or is that just supposed to be a sign that the next map will come soon.
I think it's just a sign that the next map will come soon but I'd like it more if it were just a mysterious stairway without any text that becomes obvious when level 2 is released.

Posted: Tue Dec 04, 2007 2:43 pm
by dominationnation
Coleman wrote:
dominationnation wrote:prob. a stupid question but what is the "down to level II" thing in the great hall? does that attack to anywhere? or is that just supposed to be a sign that the next map will come soon.
I think it's just a sign that the next map will come soon but I'd like it more if it were just a mysterious stairway without any text that becomes obvious when level 2 is released.

yeah. I like that. If you remove the text then I think you need to make it a little bigger to really show people "more to come" or put something in the title of the map like "dugon of drankor-floor 1" for all the people that dont vist map foundry/fourms.

Posted: Tue Dec 04, 2007 5:44 pm
by WidowMakers
dominationnation wrote:
Coleman wrote:
dominationnation wrote:prob. a stupid question but what is the "down to level II" thing in the great hall? does that attack to anywhere? or is that just supposed to be a sign that the next map will come soon.
I think it's just a sign that the next map will come soon but I'd like it more if it were just a mysterious stairway without any text that becomes obvious when level 2 is released.

yeah. I like that. If you remove the text then I think you need to make it a little bigger to really show people "more to come" or put something in the title of the map like "dugon of drankor-floor 1" for all the people that dont vist map foundry/fourms.
Well I named it because people would ask "what is that" if there is no explanation. And if I name it, you guys say I should get rid of it.

I will try to make it more gand and mysterious but not name it.

And as for putting the #1 in the title, it is not going to happen. People will be able to understand how the trilogy works as they play all three.

WM

EDIT: AS far as the name on the map select screen being: Draknor Level 1, I am fine with that. But I don't want to put that on the actual map.

Posted: Thu Dec 06, 2007 11:43 am
by Bartoli
i think this map is amazing in FoW!!

like it very much, but what do you mean with level 2? so there will be a switch to the second level? to me it sounds a bit complicated, and won't it be a different sort of game then?

Posted: Fri Dec 07, 2007 10:23 pm
by WidowMakers
Well here they are. Version 12

Image
Image

Well?
I still need to do some play testing anyone else want to, feel free and post teh results.

WM

Posted: Sat Dec 08, 2007 2:33 pm
by WidowMakers
No comments. So the graphics are OK and done?

WM

Posted: Sat Dec 08, 2007 2:42 pm
by Kaplowitz
Image
Image
Image


sweeeeeeeeeeeeeeet

Posted: Sat Dec 08, 2007 7:19 pm
by unriggable
My only complaint is how fast you did this.

Amazing.

Posted: Sat Dec 08, 2007 11:10 pm
by WidowMakers
unriggable wrote:My only complaint is how fast you did this.

Amazing.
Fast? It took me three months.

Posted: Sun Dec 09, 2007 1:12 am
by Incandenza
Graphics look pretty damn badass.

Posted: Tue Dec 11, 2007 6:22 pm
by The Fuzzy Pengui
Incandenza wrote:Graphics look pretty damn badass.

Indeed they do =D>

Posted: Tue Dec 11, 2007 11:21 pm
by AndyDufresne
              Final Forge


---The Dungeon of Draknor Map has reached the ‘Final Forge’ Stage. I've revived this thread from the pits of the Foundry Furnace (okay, maybe not) and have examined the contents. Nearly every major concern has been addressed. If there are any other current concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be deemed finished with the 'Foundry Brand' of approval and will be submitted for live play. As long as there is still discussion or posts that have yet to be commented on, the map will remain in Final Forge until said discussion has reached the conclusion that the map has reached its final and polished version.

Post questions and concerns if any.


--Andy