Castle Lands [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
thenobodies80
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Gender: Male
Location: Milan

Re: Castle Lands [Beta]

Post by thenobodies80 »

User avatar
EagleofGreenErth
Posts: 1055
Joined: Tue Nov 27, 2007 7:41 pm
Gender: Male

Re: Castle Lands [Beta]

Post by EagleofGreenErth »

OMG CONGRATS! Been a long journey but its well worth it!
ManBungalow
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Castle Lands [Beta]

Post by ManBungalow »

Nice one.

It's not quite clear how you actually attack the castle....I'll hazard at guess at going through the towers.
Image
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: Castle Lands [Beta]

Post by dolomite13 »

Excellent!! I created a few games to get us started =)
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
User avatar
Hatchman
Posts: 792
Joined: Sat Jan 13, 2007 6:05 am
Gender: Male
Location: The charming village of Emery

Re: Castle Lands [Beta]

Post by Hatchman »

Sorry how many spots start as neutrals?
User avatar
dolomite13
Posts: 1379
Joined: Mon Aug 18, 2008 5:54 pm

Re: Castle Lands [Beta]

Post by dolomite13 »

I decided to post quick links here for anyone wishing to jump into any of the games I started for this map.

--D


8 Players - 4976825 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976825

8 Players - 4976827 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976827

8 Players - 4976829 - Doubles Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976829

6 Players - 4976832 - Triples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976832

8 Players - 4976835 - Quadruples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976835

6 Players - 4976863 - Standard Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976863

6 Players - 4976865 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976865

6 Players - 4976867 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976867



.
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
danfrank
Posts: 611
Joined: Mon Dec 24, 2007 1:19 am

Re: Castle Lands [Beta]

Post by danfrank »

=D> =D> Well done, Men.. Nice to see this map finally make it through the webs of the foundry :P
Image
User avatar
Mr_Adams
Posts: 1987
Joined: Fri Jul 13, 2007 8:33 pm
Gender: Male

Re: Castle Lands [Beta]

Post by Mr_Adams »

I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."
Image
User avatar
OlJock99
Posts: 286
Joined: Mon May 12, 2008 3:12 pm
Gender: Male
Location: Retirement Home

Re: Castle Lands [Beta]

Post by OlJock99 »

I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.
Image
User avatar
thenobodies80
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Gender: Male
Location: Milan

Re: Castle Lands [Beta]

Post by thenobodies80 »

Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."


Pikkio will come soon to explain you this one. ;)

OlJock99 wrote:I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.


Yeah, the courts are very strong.
But you have to consider how they work...Courts territories are all starting positions, so you can't sart with the courts ;)
Courts are isolated by the 4 neutral bridges. But you can bombard the courts with the catapults. So i don't think it's so easy to hold this zone. :-k
Anyway we could set the bridges with only 2 neutral armies (instead of 3) if other members have concerns about courts, but i think the bonus is right.

thenobodies80
User avatar
OlJock99
Posts: 286
Joined: Mon May 12, 2008 3:12 pm
Gender: Male
Location: Retirement Home

Re: Castle Lands [Beta]

Post by OlJock99 »

But you can bombard the courts with the catapults.

You sure about that?? Doesn't appear that you can.

The cats can bomb the towers and castle, but not the courts. If they could bomb the courts, the bonus would make more sense.
Image
User avatar
Mr_Adams
Posts: 1987
Joined: Fri Jul 13, 2007 8:33 pm
Gender: Male

Re: Castle Lands [Beta]

Post by Mr_Adams »

thenobodies80 wrote:
Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."


Pikkio will come soon to explain you this one. ;)



It's functional, I just find it not to be astheticaly pleasing.
Image
User avatar
thenobodies80
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Gender: Male
Location: Milan

Re: Castle Lands [Beta]

Post by thenobodies80 »

OlJock99 wrote:
But you can bombard the courts with the catapults.

You sure about that?? Doesn't appear that you can.

The cats can bomb the towers and castle, but not the courts. If they could bomb the courts, the bonus would make more sense.


sorry, you right . :oops:
I'll talk with pikkio about this.....
User avatar
pikkio
Posts: 188
Joined: Mon Mar 05, 2007 8:58 am
Location: UK
Contact:

Re: Castle Lands [Beta]

Post by pikkio »

i'm playing a few games with this map but it's too early to have a clear vision of this things.
the pass territory it's just to give some caos to the regularity of the outer territories and since now, my esperience tell me that it works well. ;) in some game tipe it will be very strategical.. ;)

yhea, the courts are very strong, and yeah, there are the neutrals bridges to protect it, but this mean that if somebody try to conquer the courts, someone else must try to conquer a bridge to break the court bonus. ;) since i began with this map, i always tried to make a map with a lot of possible strategies and i think that this map it's one with the most various strategies of CC. you think that the courts are very strong, ok, try to conquer it and test the answer of your opponents. ;)

maybe after some games i will change my opinion, so please tell me your experience with this map, but now i think that the gameplay of this map is too interesting. ;)
Image
User avatar
Mr_Adams
Posts: 1987
Joined: Fri Jul 13, 2007 8:33 pm
Gender: Male

Re: Castle Lands [Beta]

Post by Mr_Adams »

ok, first the pass territory is functional, as I said, I just think it can be arranged differently to make the map LOOK better. second, learn to use diffrent :D :? :shock: :P ;)

I like the map, though. :)
Image
PLAYER57832
Posts: 3085
Joined: Fri Sep 21, 2007 9:17 am
Gender: Female
Location: Pennsylvania

Re: Castle Lands [Beta]

Post by PLAYER57832 »

I like this map a lot!

A minor tweak, though.

There is a brown spot just to the right of the East Bridge that makes it seem as if the bridge is connected to the brown section as well as Woodland. This is the only one that is not clear.
User avatar
Hatchman
Posts: 792
Joined: Sat Jan 13, 2007 6:05 am
Gender: Male
Location: The charming village of Emery

Re: Castle Lands [Beta]

Post by Hatchman »

I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?
User avatar
Seulessliathan
Posts: 837
Joined: Thu Mar 08, 2007 6:52 am

Re: Castle Lands [Beta]

Post by Seulessliathan »

hatchman wrote:I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?


what about making the bridge neutrals 2´s?
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Castle Lands [Beta]

Post by iancanton »

reducing the bridge neutrals to 2 each is possible. at the moment, about half of 1v1 games finish with no bridges captured. we must start all bridges neutral because this is an essential part of the gameplay design for this map.

however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)
Image
User avatar
Mr_Adams
Posts: 1987
Joined: Fri Jul 13, 2007 8:33 pm
Gender: Male

Re: Castle Lands [Beta]

Post by Mr_Adams »

I disagree. I'm in about a dozen of these games right now and I find the neutral towers to be the best possible turn 1 card territory half the time.
Image
User avatar
thenobodies80
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Gender: Male
Location: Milan

Re: Castle Lands [Beta]

Post by thenobodies80 »

iancanton wrote:reducing the bridge neutrals to 2 each is possible.


Agreed

iancanton wrote:however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)


About this i'm confused, you're saying to set the 4 towers as starting position instead of courts?
Why there's a tower as starting neutral? :?
User avatar
iancanton
Foundry Foreman
Foundry Foreman
Posts: 2452
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Castle Lands [Beta]

Post by iancanton »

well spotted, that man! if we set as start positions the towers instead of the courts, then the castle and 4 bridges will be forced to start neutral.

ian. :)
Image
User avatar
thenobodies80
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Gender: Male
Location: Milan

Re: Castle Lands [Beta]

Post by thenobodies80 »

I'll talk with Pikkio about these changes...
thank you guys! :)
User avatar
MrBenn
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Castle Lands [Beta]

Post by MrBenn »

The courts are set as starting positions because there are 8 of them, which ensures that everybody has an equal chance of getting the castle/courts in ANY game-type.
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Hopscotcher
Posts: 733
Joined: Wed Oct 29, 2008 9:06 pm
Gender: Male
Location: Colorful Colorado

Re: Castle Lands [Beta]

Post by Hopscotcher »

I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.

Fun Map!

ttfn,
Hops
I'm a sucker for Assassin Games

My claim to fame..... Game 6311393
Post Reply

Return to “The Atlas”