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Re: Clandemonium

Posted: Fri Feb 05, 2010 10:24 am
by Blitzaholic
natty_dread wrote:
I did say: we can still tweak it some, but, I think in order for this to pass, we need to invest more time into the graphics


And I did say: if your gameplay doesn't work, then no amount of fancy graphics is going to save the map. You're going to need more than a little tweaking here.

Really, I'm trying to help you here. Stop worrying about the graphics for now. The graphics are fine.

In order for this to pass, you will need balanced and working gameplay. This is more than just deciding how many territories, how much bonus values, etc. It is about balancing every aspect of the map so that the map will not get decided by the drop.

But first you need to finish those territories on the latest map.

We also could create resources Griff for every clan homeland area? Kind of like age of merchants. I mean you could keep all that you have the same but have a a resource pair within each clan area, so for example every 2 lands owned is still +1 troop, but, also, You could have 2 small horses drawn on 2 lands in Thota somewhere, obtaining those 2 resources pair lands would increase the value of Thota lands, so maybe an extra +1 for all resources pairs as well.


Resource pairs... hmm. Seems a bit gimmicky to me. I mean, if you already have a bonus for every 2 lands owned, then the resource pairs would just seem out of place. If you have 15 territories per country, that gives you a +7 bonus, so the +1 from the resource pairs won't make a huge difference. And on the other hand if you make the bonus larger, they will bring imbalance: a lot of gain with very little work to do. Easy to defend as well.

In my opinion, some kind of bonus for the portals could work. This would make them even more valuable, and make the players compete for the portals. But make it so you'd need to hold at least 3 portals for the bonus.



oh, Ok, that is a good idea Natty, hmmmm, if you hold 3 portals, then what do you think would be a fair bonus for that? Also, do you think 6 neutrals per portal is reasonable?

Re: Clandemonium

Posted: Fri Feb 05, 2010 10:38 am
by natty dread
6 neutrals per port sounds good to me. Could be 7 or 8 too though, if you go ahead with the bonus idea.

Something like this would be appropriate...

3 portals +2
4 portals +4
5 portals +6
6 portals +8

And so on...

Re: Clandemonium

Posted: Fri Feb 05, 2010 10:48 am
by Blitzaholic
natty_dread wrote:6 neutrals per port sounds good to me. Could be 7 or 8 too though, if you go ahead with the bonus idea.

Something like this would be appropriate...

3 portals +2
4 portals +4
5 portals +6
6 portals +8

And so on...



got it, that's about what I was thinking.


ok Griff, could you make all portals have 7 neutrals each and note that 3 portals +2, 4 portals +4, 5 portals +6, 6 portals +8, 7 portals +10, etc. and I will edit this on page 1 as well.

Re: Clandemonium

Posted: Fri Feb 05, 2010 12:20 pm
by reptile
i voted yes.

i am not the biggest fan of feudal type of maps where you only start out with 1 territory.

however i am so excited about this map i have been playing more maps like that, and i am starting to enjoy them now. this is what i have been most excited about on CC (along with the CLA league) in a long time.

dont quit :?

Re: Clandemonium

Posted: Fri Feb 05, 2010 12:26 pm
by MyTurnToWin
Great idea!

In regard to the suggestion about having the equivalent of "resource pairs", perhaps come up with something that relates to each clan specifically.... maybe relates to their coat of arms.

Re: Clandemonium

Posted: Fri Feb 05, 2010 12:39 pm
by Natascha
Continue! Great idea, nice map, cannot wait to play Clandemonium.
Great work guys, hope you can finish, would be really nice!

cheers,
Leia

Re: Clandemonium

Posted: Fri Feb 05, 2010 12:42 pm
by Big Yuma Ripper
Think you guys are coming along great! Put in Beta and lets play :D

Re: Clandemonium

Posted: Fri Feb 05, 2010 12:45 pm
by Blitzaholic
reptile wrote:i voted yes.

i am not the biggest fan of feudal type of maps where you only start out with 1 territory.

however i am so excited about this map i have been playing more maps like that, and i am starting to enjoy them now. this is what i have been most excited about on CC (along with the CLA league) in a long time.

dont quit :?




thx reptile, we will see what the poll reveals





MyTurnToWin wrote:Great idea!

In regard to the suggestion about having the equivalent of "resource pairs", perhaps come up with something that relates to each clan specifically.... maybe relates to their coat of arms.




thx myturn

Re: Clandemonium

Posted: Fri Feb 05, 2010 2:26 pm
by Dako
At first glance - this is just another "Feudal" type map. Which is bad :(. Cause Feudal in team games come down to stacking and dice - which is a bad parallel to "professional clans".

And I think portals need to reset to neutral so people don't stack there.

Re: Clandemonium

Posted: Fri Feb 05, 2010 2:34 pm
by Blitzaholic
Dako wrote:At first glance - this is just another "Feudal" type map. Which is bad :(. Cause Feudal in team games come down to stacking and dice - which is a bad parallel to "professional clans".

And I think portals need to reset to neutral so people don't stack there.



Thx Dako for your input, the idea behind somewhat feudal themed is that overall it is very very popular map by many players on CC, especially outside of clans, so we thought we would have a higher chance of stamp and approval with this idea to appeal to many more that are outside of clans.


Natascha wrote:Continue! Great idea, nice map, cannot wait to play Clandemonium.
Great work guys, hope you can finish, would be really nice!

cheers,
Leia



Thank You Natascha.



Big Yuma Ripper wrote:Think you guys are coming along great! Put in Beta and lets play :D




lol, I wish it were that easy Big Yuma, and thank you for the kind words. This kind of support may inspire us to keep going forward. =D>

Re: Clandemonium

Posted: Fri Feb 05, 2010 2:39 pm
by Lindax
I like the map and the idea. Hope this project becomes reality.

One remark: Is it possible to place the clan area name in another location and NOT over the clan logos?

Great job!

Lx

Re: Clandemonium

Posted: Fri Feb 05, 2010 2:50 pm
by Blitzaholic
Lindax wrote:I like the map and the idea. Hope this project becomes reality.

One remark: Is it possible to place the clan area name in another location and NOT over the clan logos?

Great job!

Lx




We can look into that Lx


Thank You very much for the compliments m8. =D>

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:10 pm
by tyche73
How will it work ???
1 player from each clan kind of thing and fuedal style play ????
I like the idea but it's still really singles/doubles map

Might be an idea to use hive style map, split it through the middle, 4 teams (clans) top, 4 bottom
And maybe you have to clear your half asap then center opens up for you to join the other half (and fight other 4 teams)
You could fit all your logo's etc in and map would be big enough to hold more players in a team make it pretty instead of honey comb

Just my thoughts, more possiblities, maybe 8 team quads :D

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:18 pm
by natty dread
How will it work ???
1 player from each clan kind of thing and fuedal style play ????
I like the idea but it's still really singles/doubles map


I see no reason why this map couldn't be played as trips or quads.

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:27 pm
by Blitzaholic
tyche73 wrote:How will it work ???
1 player from each clan kind of thing and fuedal style play ????
I like the idea but it's still really singles/doubles map

Might be an idea to use hive style map, split it through the middle, 4 teams (clans) top, 4 bottom
And maybe you have to clear your half asap then center opens up for you to join the other half (and fight other 4 teams)
You could fit all your logo's etc in and map would be big enough to hold more players in a team make it pretty instead of honey comb

Just my thoughts, more possiblities, maybe 8 team quads :D



It is designed to be made for quads or even 5 vs 5 if lackattack ever implements this. It may be around 150 territories by the time we are done. After we get done the latest version, we will make a post and update so you can all see the newest design.



in the mean time, thx for any and all the votes that everyone is making. Helps us to know if we should continue or give up and end it now. Keep voting, peace all. We just do NOT want to continue to put in hundreds of hours and to not see it go through. So, it is best to be str8 up and vote honestly if we are wasting our time or not.

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:27 pm
by TheMissionary
Dako wrote:And I think portals need to reset to neutral so people don't stack there.


This is a good idea.

Thanks for pming me about the poll Blitz, honored to place my opinion. Looking forward to seeing the map in action.

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:29 pm
by Blitzaholic
TheMissionary wrote:
Dako wrote:And I think portals need to reset to neutral so people don't stack there.


This is a good idea.

Thanks for pming me about the poll Blitz, honored to place my opinion. Looking forward to seeing the map in action.


thank you, I think all should be made aware of this, if possible, this way we can know if we should really put more time into going forward or bail now.


Thx missionary.

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:47 pm
by peanutsdad
map is looking good, i'd certainly play it.

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:49 pm
by MTIceman41
Looking good so far; keep up the good work!

I especially like being next to TOFU on the map :D

Re: Clandemonium

Posted: Fri Feb 05, 2010 3:52 pm
by Dako
Complete the map and stamp those awesome names in the history of CC :).

I don't like Feudal - but I like the design and idea of the map (I mean portals, not clan representation).

Re: Clandemonium

Posted: Fri Feb 05, 2010 4:02 pm
by denominator
Blitzaholic wrote:Thx Dako for your input, the idea behind somewhat feudal themed is that overall it is very very popular map by many players on CC, especially outside of clans, so we thought we would have a higher chance of stamp and approval with this idea to appeal to many more that are outside of clans.


Blitz, it really seems to me that you're just trying to push this map through to get a map made. I may be wrong on that, but your history of medal questing and PMing random players to post for approval, added to the fact that you're already trying to get this through to the Graphics workshop while half the map isn't even created, really suggests that you just want to get it done and get the map in play.

There are currently a lot of issues with the map. While I concede the above point that it is unlike Feudal due to the lack of bombardment, it still makes it like AoR and PeloWar.

I think you need to move in a direction away from this. The concept of having clans in the map is an interesting concept, however, I still believe, as I have from the beginning, that if you are going to have a clan map it should have every CC clan on it, or at least extend the invitation to every clan. With only 10 or so clans, those that get snubbed will not want anything to do with the map. I know that I, personally, am not interested in playing on it, especially if I am playing against players in one of the clans on the map. You've just segregated the entire clan community with this.

Furthermore, it entirely defeats the purpose of the poll to set it up and then PM people that you think will agree with you to come vote in it. The current results of the poll and the last 10 posts confirm this. 7 of the last 10 posts have absolutely no bearing on the map, all it takes is a cursory glance to dismiss them as useless.

I understand that you stand by your map as a clan map, and as such, will not attempt to sway you away from that stance. However, in order to make the map successful, I think you need to introduce some solid gameplay to attract all the players that the theme is going to scare away. The mini-warzone idea posted above had some great potential. I think setting something up where, like in Third Crusade, each player has a starting point in addition to random territories from the start, is your best way to go. Perhaps increase the size of the Pinnacle to accommodate for this?

Stop pushing the map. Let it grow and change and work your way through it. This thread is now a month old, and most of the maps take months, if not years to get through to the Graphics Workshop, let alone Final Forge.

Re: Clandemonium

Posted: Fri Feb 05, 2010 4:38 pm
by jpcloet
A clan map is a good idea, however, it is very difficult to make a map that will stand the test of time.

Re: Clandemonium

Posted: Fri Feb 05, 2010 4:49 pm
by heatz
I like the idea of the map but i think nemisis should be 1 of the starting points :D

Re: Clandemonium

Posted: Fri Feb 05, 2010 4:57 pm
by agonzos
jpcloet wrote:A clan map is a good idea, however, it is very difficult to make a map that will stand the test of time.


I agree. However, maybe you can update this map every year to reflect the standings in the Clan Ladder. For instance, if EMPIRE drops from the top 10, then whoever replaces it in the rankings (like The Brethren) can "move up" to one of the positions with the auto-deploy. The map could serve as a nice recognition for the "top" clans on CC each year.

Anyways, just a thought. I like the general concept of a clan map. Not crazy about it being like feudal maps, very little experience with those types of maps, so I can't comment on how best for the map to work.

Re: Clandemonium

Posted: Fri Feb 05, 2010 5:09 pm
by jammyjames
Blitz... keep it going mate. The map looks awesome, and the gameplay looks really interesting too. Soldier on ;)