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Re: Clandemonium

Posted: Fri Jan 22, 2010 8:55 pm
by Blitzaholic
I am open to this, we can look into it.

Re: Clandemonium

Posted: Fri Jan 22, 2010 9:23 pm
by grifftron
Well after MrBenns comment i am scared to "quote" people now :lol:

But jefjef I think that is a great idea with castles bombarding each other, that would make a big difference in game play, and as CoF was saying portals would be pointless to take (unless you already had some castles or a big army under your belt...). Lots of new game play still needing work on here. Blitz can you PM me on the changes you wanted made? just so i have them all cleared out.

I am scared of posting another map update too now :? I do admit some updates were just graphical updates (but this was because so many were telling me that i needed to update the graphics before they would even look at the map!) I mean if you look at our first version of the map when Blitz and I first had the idea you would all laugh (to be posted later on for all to see :-$ )
But lots of these updates did include game play updates which were very important for people that are visual to see.

As for me including other peoples comments into the map... i believe since we started, we considered and used pretty much every comment that was given, besides the 10 starting points, and this was because we really liked the 8, and if your talking about 8 isn't enough to have people want to play it, we also have the 8 castles, but personally even with out any clan names I would hope that people would want to play it, and i know that is what the foundry wants to see, which i understand too.

But maybe it will help the map with success if we do consider having 10 starting points, this will change a lot and I would for sure have to redo the map but I would be willing to do this if this is what is best for the map. I shouldn't have over looked that thought that was posted a few pages back, and should have taken it into more thought.

Edit: And thinking again about how this would appeal to others and how it would be a map that would be a good asset to CC, I would say yea we do have 16 clans, not all clans on the map but we have had comments and support from those that have not even been in clans and those that are in clans but are not on the map. We really want the clan theme to work out so that more and more people on CC will not only enjoy playing this map but will also get more involved in clans because of this map as well. And just stating the hits on this post have raised over 2,300 in less then 20 days (I'm sure having Blitz name of the post helped). But this tells me that people are interested in having a clan map and I believe a majority of people on CC would like playing this map even if it didn't have clan names on it... just my thoughts...

-griff

Re: Clandemonium

Posted: Sat Jan 23, 2010 1:09 am
by Mr_Adams
Now, what has just occurred to me, is that Emp9 attacks Sheep8 and such. Even if the neutrals were set up so that portal were the most reasonable route to an enemy, one would NEVER use NML if one didn't HAVE to. if it were made so that clan portals could only attack NML portals, then you might have something. as for this being like feudal, it has feudal-like features, but it lacks the ability to bombard. this will greatly alter the escalating games, because it will be completely irrational to sit and build 10 armies at a time when everyone else is putting out 150 every 3rd round. pinnacle seems to powerful to me, going straight to the source. what if it could attack the castles between clans instead? that way it wouldn't light up the whole map for anybody who holds it in a fog game. In a high numbers game, this will be to big an advantage.

Edit: If you go to 10 starting points, that'd be 2 more castles as well. that'd be 20 clans represented.

Re: Clandemonium

Posted: Sat Jan 23, 2010 4:50 am
by TheMissionary
I like it, looking forward to get a chance to test it out. :D

Re: Clandemonium

Posted: Sat Jan 23, 2010 3:02 pm
by Blitzaholic
ok guys, we can try to extend it to 20 clans then to make this more appealing.


griff go ahead and add TOFU and AOD as starting points for 10 clan starting points, then with those 2 empty castle spaces now, add Agents of Chaos (AOC) to replace AOD there and add Nemesis (NEM) to replace Tofu where they were. Then the additional 2 castles would be Brethren of Fat Mermaids (Brethren) and Divine Domination (DD). Also lower Pinnacle to 7 neutrals, and add 2 extra lands on each side of the 9 neutral castles to bring forth more balance. Then, lets take a look at that and see what other think. Keep the suggestions coming everyone, thank you.

Re: Clandemonium

Posted: Sat Jan 23, 2010 3:22 pm
by jefjef
Yes the Brethren would like to be listed. Even if name only.

I do not see why no one thinks No Mans land would be utilized. It has a pretty large bonus structure. Maybe just reduce the NM portals to 2.

Re: Clandemonium

Posted: Sat Jan 23, 2010 3:53 pm
by Mr_Adams
jefjef wrote:Yes the Brethren would like to be listed. Even if name only.

I do not see why no one thinks No Mans land would be utilized. It has a pretty large bonus structure. Maybe just reduce the NM portals to 2.



not that it won't be used, just that it won't be used to attack somebody else's starting point, because it can be bypassed.

Re: Clandemonium

Posted: Sat Jan 23, 2010 4:06 pm
by freakns
as ive already said, Nemesis is in :)

Re: Clandemonium

Posted: Sat Jan 23, 2010 4:47 pm
by pimphawks70
DD would be proud to be included in the map :)

Re: Clandemonium

Posted: Sat Jan 23, 2010 5:55 pm
by Blitzaholic
thx for the interest





i will see if griff can expand the map some so we have a total of 20 clans to create more appeal ;)


also, the feudal like style with twists will cause massive appeal to many outside of clans just because that is a popular map.

Re: Clandemonium

Posted: Sun Jan 24, 2010 12:22 am
by hiddendragon
I think a criteria should be set even for the groups on the map. I think a clan should have been in existence, competitively, for at least 1 year. ALL clans who were nonexistent a year ago should ago shouldn't even be considered. Half these clans might not even be around come next New Year. Let's have some standards, I know ugly girls need love too but c'mon.

Where is Gen 1. Gen 1 deserves to be there more then the BSS and ya'll are adding clans that barely fished their first engagement a few short weeks back.

Re: Clandemonium

Posted: Sun Jan 24, 2010 11:37 pm
by Blitzaholic
BSS was ranked 8th by Jp's list of Nov 2008, which we went by.





gen1 and bpb were not interested and we were not given permission to use their clan names on this map.

Re: Clandemonium

Posted: Mon Jan 25, 2010 5:19 am
by grifftron
10 CASLTES / 10 DROP POINTS.

[bigimg]http://farm5.static.flickr.com/4023/4303541808_62b34e5284_o.jpg[/bigimg]

Clearly graphics are not at all where we want them to be, and a step down from the last update with 8 casltes/ 8 drop points... but as MrBenn suggested we need to focus on Gameplay before hitting the graphics. Please give Blitz and I feedback.

Edit: Oh yea and i know the boarders around the castles stink, that was just to show the size of each clans territory. So we can get a good idea of how many lands we can squeeze into each area.

-griff

Re: Clandemonium

Posted: Mon Jan 25, 2010 12:38 pm
by Blitzaholic
TheMissionary wrote:I like it, looking forward to get a chance to test it out. :D





thx TheMissionary

Re: Clandemonium

Posted: Mon Jan 25, 2010 10:18 pm
by grifftron
Let us know what you all think of the neutrals... [10 drop points/10 castles map]

[bigimg]http://farm3.static.flickr.com/2752/4305679976_92740fc50c_o.jpg[/bigimg]

jp recently brought it to our attention that we cannot use the artwork we have used for the drop points, i will be taking all of these off and each clan will have to submit their own personalized artwork for their own clans drop point, or i could draw up little things myself, we will worry more about this if we make it to the graphic forum ;)... but copyright is a serious issue.

-griff

Re: Clandemonium

Posted: Mon Jan 25, 2010 10:30 pm
by john9blue
Lol what's with all these scrub-a** clans getting in the map and not L4D? We too good for you or what? :P

Re: Clandemonium

Posted: Mon Jan 25, 2010 11:04 pm
by grifftron
john9blue wrote:Lol what's with all these scrub-a** clans getting in the map and not L4D? We too good for you or what? :P


L4D is on the map, right between EMPIRE and Dragoon Fortress drops... you guys are a castle...

Re: Clandemonium

Posted: Mon Jan 25, 2010 11:27 pm
by john9blue
grifftron wrote:L4D is on the map, right between EMPIRE and Dragoon Fortress drops... you guys are a castle...


Oh wow I'm blind lol. I searched for "left4dead" not "the dead".

Anyway this map is coming along well... :D

Re: Clandemonium

Posted: Tue Jan 26, 2010 4:23 am
by natty dread
jp recently brought it to our attention that we cannot use the artwork we have used for the drop points, i will be taking all of these off and each clan will have to submit their own personalized artwork for their own clans drop point, or i could draw up little things myself,


Do them yourself. It's your map after all.

Re: Clandemonium

Posted: Tue Jan 26, 2010 9:02 am
by grifftron
natty_dread wrote:Do them yourself. It's your map after all.


Yes this will probably be the case, but I thought it might be an good idea to have all clans be able to participate in creating the map too as they have been... I will probably end up just getting an actual object that they want and making it myself like you said, or throw out the clan icons and go with something like castles or villages like feudal. We will see what others think on this.

Any comments on game play natty?

-griff

Re: Clandemonium

Posted: Wed Jan 27, 2010 3:39 am
by TheMissionary
how many neutrals are going to be on the portals?

Re: Clandemonium

Posted: Wed Jan 27, 2010 9:10 am
by grifftron
Chris,
We have portals at 4 as of now... we had them at 6 before but thought they would used more if lowered.

-griff

Re: Clan Chaos Map

Posted: Wed Jan 27, 2010 10:55 am
by Blitzaholic
lord voldemort wrote:Cant wait.....
I was excited ever since i heard about this



as many are, thx volde :!:

Re: Clandemonium

Posted: Wed Jan 27, 2010 4:18 pm
by TheMissionary
grifftron wrote:Chris,
We have portals at 4 as of now... we had them at 6 before but thought they would used more if lowered.

-griff


Well the the access that they have, I think the higher number of neutrals would be better. People are going to use them anyway. With a game play like feudal, there are going to be large amounts of troops anyway. What I would suggest is having the average of the amount of neutrals they would have to go through if it wasn't a portal. Then players wouldn't have such a concise decision to make. Just a thought though.

Re: Clandemonium

Posted: Wed Jan 27, 2010 9:23 pm
by grifftron
Yeah that is what we thought at first. But after many looked at the map, some said they wont even use the portals if they could just sit on castles and get the auto deploy, portals do connect to pinnacle but would it be worth going to pinnacle only to be whipped out by someone sitting on 2 castles building up? very interesting thoughts i have seen, still working on the exact number of neutrals tho. keep the thoughts coming...

-griff