[Abandoned] - Colisevm

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PepeAtila
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[Abandoned] - Colisevm

Post by PepeAtila »

Mod Note:Abandoned - If resurrected, this one must be checked again.

Map title: Colisevm (Arena for Gladiators)
Map maker: PepeAtila
Number of territories= 52 (22+14+10+5+1)
No continents, 4 rings and the center.

ImageImage


GamePlay:
Players will start each one in just one 'Helmet' area.

Movements inside each ring are only one way...
clockwise (outer and 3rd rings)
anti-clockwise (2nd and 4th rings)

'Scutum' areas protect the 'Helmet' ... start with 9 or 7 neutral troops, so if you want to eliminate a player, you have to broke the 'Scutum' behing his 'Helmet'.

Movements to change ring (between rings)
crossing the red puddles in both directions, or from outer to inner as arrow shows.

'Gladius' and 'Medius' areas are bonus areas.
Also might be bonus area the 'Scutum' but you would need to have a 'gladius'.
Helmet area is autodeploy.

[bigimg]http://img685.imageshack.us/img685/8749/colisevm225small.png[/bigimg]
version 22 .... changing grandstand...
[bigimg]http://img594.imageshack.us/img594/7823/colisevm225num.png[/bigimg]

[spoiler=others 22]22.5
[bigimg]http://img96.imageshack.us/img96/1948/colisevm225.png[/bigimg]

22.3
[bigimg]http://img341.imageshack.us/img341/2979/colisevm223.png[/bigimg]

22.2
[bigimg]http://img265.imageshack.us/img265/8339/colisevm222.png[/bigimg][/spoiler]

[spoiler=other 19 20 and 21]v 21.1
[bigimg]http://img710.imageshack.us/img710/8079/colisevm211big.png[/bigimg]

v 20.2
[bigimg]http://img291.imageshack.us/img291/1738/colisevm202med.png[/bigimg]


[bigimg]http://img808.imageshack.us/img808/3299/colisevm20med.png[/bigimg]


version 19 .... changing grandstand...
Last version 19.5
[bigimg]http://img88.imageshack.us/img88/4766/colisevm195big.png[/bigimg]

this is 19.4
[bigimg]http://img85.imageshack.us/img85/6338/colisevm194big.png[/bigimg][/spoiler]

[spoiler=Other 19 and 18][bigimg]http://img72.imageshack.us/img72/4691/colisevm193med.png[/bigimg]

[bigimg]http://img6.imageshack.us/img6/5892/colisevm192.png[/bigimg]

Begining version 18 I made again ... similar to v.17
[bigimg]http://img299.imageshack.us/img299/271/colisevm18med2.png[/bigimg][/spoiler]
[spoiler=version 17]v17 main last change:
Reduced one-way arrows. Added shadow to the weapons. Numbers with 2 digits.
In largest size I included last changes.

[bigimg]http://img97.imageshack.us/img97/3902/colisevm17smalln1.png[/bigimg]

[bigimg]http://img514.imageshack.us/img514/1597/colisevm17n1.png[/bigimg]

largest size
[bigimg]http://img695.imageshack.us/img695/9233/colisevm17big.png[/bigimg]

v16.3 main last change:
Changed the areas accessing directly from helmet to gladivs from 3 to 4.
[bigimg]http://img3.imageshack.us/img3/4446/colisevm16n3.png[/bigimg][/spoiler]
[spoiler=version 16_2]v16.2main last change:
Changed the 3rd ring from 3 to 2 neutral troops.
The scutums changed to 7 or 9 neutral (it makes the game safer from a quick attack).

[bigimg]http://img267.imageshack.us/img267/8071/colisevm16n2.png[/bigimg][/spoiler]
:D
I think is going the idea, perhaps some discussion about graphics (that it is difficult to agree), also a development a little 3D and we will also discuss about some changes in the neutral drop. Really I took some ideas from each participant ... some I changed, some I will try to change in next step. Thank you =D>
Here is where the bulk of a maps development takes place. Gameplay and graphics will undergo discussion at this point to ensure that:
o Gameplay is balanced
o Graphics are of a suitable foundry standard.

well, once Gp is earned
To earn your graphics stamp you must comply to the following conditions:
1) Image must present itself as clear and legible.
2) Both large and small maps athetics must be to a presentable foundry standard and must also satisfy the community at large.
3) Cartographers must, where possible, reduce any disadvantage that can be caused to a colorblind individual.
4) All map makers are expected to take all graphical comments into consideration and must either accepted them or give sound reasoning as to why not to take paticular advice.

[spoiler=version 1]Number of territories: 45 (10 with bonus)
No continents, 4 rings and the center.
Every ring has an only direction to move to.
You can change to the next/previous ring following the direction. Once you change the ring, the direction change.
[bigimg]http://img403.imageshack.us/img403/2790/colosseum630x600.jpg[/bigimg]

Perhaps you can understand better the allowed movements with this diagram:
[bigimg]http://img17.imageshack.us/img17/2108/coliseomover.jpg[/bigimg][/spoiler]

[spoiler=version 2]I add the circles for deployment... and change smthing in the 3rd ring.
[bigimg]http://img510.imageshack.us/img510/9473/colosseumv2.jpg[/bigimg][/spoiler]
[spoiler=VERSION 3]. I think the movements allowed are more understable.
I made more ordered... now every ring countries has similar allowed movements, I increased 1 more region and 1 more bonus.
[bigimg]http://img233.imageshack.us/img233/5111/colosseumv3.jpg[/bigimg]
ALLOWED MOVEMENTS in v3 map][bigimg]http://img20.imageshack.us/img20/281/gladiatorsv3move.jpg[/bigimg][/spoiler]
[spoiler=version 4]To understand the allowed movements you should see the map below and think that you are in one territory (just one of them) you would realize that you can atack any place forward you.
[bigimg]http://img269.imageshack.us/img269/9410/arenav4.jpg[/bigimg]

OUTER RING: Clockwise you can atack the next and the forward diagonal of 2nd ring.
RED RINGS(2nd and 4th): Counter-clockwise you can attack the next in the same ring, one forward diagonal in the inner ring and two territories forward diagonal in the outer ring.
3rd RING: Clockwise you can atack the forward diagonal in the 2nd ring and one forward diagonal in 4th ring.
MEDIUS(center): You can attack every territory from the 4th ring.[/spoiler]

[spoiler=map 5_1][bigimg]http://img199.imageshack.us/img199/4310/colosseumv5.jpg[/bigimg][/spoiler]

[spoiler=version 5_2]Number of territories: 46 (11 with bonus - will begin neutral 3 - medius neutral 4)
well I hope I reach an easy to understand way ... just between rings movement is free and there is indication how to go in each ring and if it would be a good idea that players only take a bonus place at the start and all the other zones of the map neutral with diferent number of neutral troops.
[bigimg]http://img23.imageshack.us/img23/945/colosseumv52.jpg[/bigimg]

I am thinking if it is good idea a bonus for more than 3 zones in the same ring.[/spoiler]
[spoiler=map 6][bigimg]http://img299.imageshack.us/img299/4862/arenav61medium.jpg[/bigimg][/spoiler]

[spoiler=map 7]what blood do you think is better for a game?
this is 7.1
[bigimg]http://img141.imageshack.us/img141/4679/colosseum7m1.png[/bigimg]
this is 7.0
[bigimg]http://img34.imageshack.us/img34/4861/colosseum7m.png[/bigimg]
Please write comments what is not clear to improve it. I think with that example should be clear the NEW form.
[bigimg]http://img190.imageshack.us/img190/6443/arenav6example.jpg[/bigimg]
[bigimg]http://img38.imageshack.us/img38/6940/colosseum7m2.png[/bigimg][/spoiler]
[spoiler=version 8][bigimg]http://img143.imageshack.us/img143/416/colosseum8m.png[/bigimg][/spoiler]
[spoiler=version 9 to 12]version 12
We remove curves and to return from v7. Just looking for the straight line.
[bigimg]http://img171.imageshack.us/img171/1930/arena12.png[/bigimg]
A quick try ... 12.4
[bigimg]http://img59.imageshack.us/img59/3170/arena124.png[/bigimg]
version 12.3
[bigimg]http://img180.imageshack.us/img180/7746/arena123.png[/bigimg]
version 12.2
icons have been reduced
[bigimg]http://img24.imageshack.us/img24/8932/arena122.png[/bigimg]
version 10
[bigimg]http://img215.imageshack.us/img215/961/arena10.png[/bigimg]

version 9
[bigimg]http://img179.imageshack.us/img179/856/arenav9n.png[/bigimg][/spoiler]

[spoiler=v13]try 13.3
[bigimg]http://img89.imageshack.us/img89/9569/arena133.png[/bigimg]

try 13.2
[bigimg]http://img193.imageshack.us/img193/5130/arena132.png[/bigimg][/spoiler]

[spoiler=v14 the draft]Initial drop with 2 neutral troops (outer and second ring free areas).
with 3 neutral troops in 3rd and 4th rings (including gladius bonus).
and with 5 neutral troops in Medius (center area).
[bigimg]http://img185.imageshack.us/img185/340/arena14num.png[/bigimg]
try 14.0
[bigimg]http://img504.imageshack.us/img504/459/arena14.png[/bigimg]

[bigimg]http://img30.imageshack.us/img30/4277/arena143.png[/bigimg][/spoiler]

[spoiler=version 14 to 15][bigimg]http://img49.imageshack.us/img49/9949/arena15num.png[/bigimg]

version 14
[bigimg]http://img11.imageshack.us/img11/8288/arena145.png[/bigimg][/spoiler]

[spoiler=version 15]main last change: The gladius comes from 3 neutral to 5 neutral (it make the game play more balanced but also more slow.

version 15.2
[bigimg]http://img692.imageshack.us/img692/3191/arena15num2.png[/bigimg][/spoiler]
Last edited by PepeAtila on Thu Jul 08, 2010 3:32 am, edited 83 times in total.
PepeAtila
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jsholty4690
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Re: Arena for Gladiators (pag 1)

Post by jsholty4690 »

I have two questions:
1. How do would you move from one ring to another?
2. Is this going to be like the Circus Maximus, where you attack in one direction only?

Overall I think you did a good job with this map. Keep up the good work.
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

jsholty4690 wrote:I have two questions:
1. How do would you move from one ring to another?
2. Is this going to be like the Circus Maximus, where you attack in one direction only?

Overall I think you did a good job with this map. Keep up the good work.


1. To see it graphically is like if you are walking in the first ring you go to the right (I mean as the clock) while you are walking forward you can change the ring, When you change the ring you begin to walk in the other direction.

2. The main difference is that you have not to go all arround, you can change the ring and return to your position, but separately each ring works similarly to Circus Maximus. From one ring to the other you can attack in both directions. For example you can attack from "unus" to "commodus" and viceversa

.- The main idea is that in every position (except "medius") you have a front part and a back part.
Last edited by PepeAtila on Sun Jul 12, 2009 8:48 am, edited 1 time in total.
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acores2005
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Re: Arena for Gladiators (pag 1)

Post by acores2005 »

Interesting idea!

Go!
[bigimg]http://i297.photobucket.com/albums/mm233/acores2005/fractais.jpg[/bigimg]
[spoiler=winner]The Classic Bracket Tournament
Can U Rule The World Tourny
Master of the Second Age
Champions of Europe 1978 & Speed
Brazil vs Portugal (with danielcmr)[/spoiler]
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Hoagy
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Re: Arena for Gladiators (pag 1)

Post by Hoagy »

Nice idea. It'll go well with the Circvs Maximvs map.

I see yov've got Comodvs, but where is Maximvs Decimvs Meridivs?
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thenobodies80
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Re: Arena for Gladiators (pag 1)

Post by thenobodies80 »

Hi PepeAtila!

Happy to see here! Welcome to the Foundry! :D

The comparison with Circus Maximus is obvious.
However it seems that your idea solves a problem that Andy had undergone in the early stages of the developement of that map.

AndyDufresne wrote:Many people know where I stand on 'Hokey Pokey' maps, where everyone moves in the same direction. Why not say instead of everyone moving counterclockwise, but using the example above, have the middle one move clockwise? You could change direction easier then, but doing so might make the whole notion of going in a certain direction for a long time a mute point, which is the base idea for a map. Perhaps if you added you can only change directions in the turning area or some other region, then that would keep the base you wanted, without having the Hokey Pokey rule.


--Andy


and this is a good thing ;)
But i can't understand why Gladiators have to go around...
With Circus Maximus was a reasonable choice;a chariot race, in which the first man who completed 7 laps was the winner and he received the honors of the great Rome.
With a map about gladiators i imagine something more chaotic
Image
i can't imagine a group of man running around with a gladio in their hands like in a toon. ;)
Said that, the visul arrows system doesn't work so well, remeber that all the information needed to play the map has to be understandable on the map itself. Now i see caesar can attack augustus but this doesn't mean that augustus can attack tiberius; maybe a text should help with this and about the possibility to change the ring (now absent on the map).
The change of ring is possible only turning right? I can't understand if the you mean that i can attack forward and right or forward, right and diagonally forward.
Finally, What are the territories? You 're going to drawn something like this:
show

In this case you have to consider the space required for circles and for army numbers (888).
Or maybe you're going to develope something like this:
show

In this case you have to draw the borders, if not is very difficult to understand what attack what, specially on change of directions.

Considering the map on the whole and the following guidelines i think we are talking more about a good idea, than a properly draft.
To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:

1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.

Draft images should not be larger than 630x600px (small image) or 840x800px (large image).


However i like what you're trying to develope :) , it something like a Circus Maximus evolution.
Looking forward your next update.

thenobodies80 :)
techno660
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Re: Arena for Gladiators (pag 1)

Post by techno660 »

so how many territories can you attack from one ring to the other, for example how many territories in the outer ring can ulnus attack? just one or like the 2 surrounding it?
Suzy1
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Re: Arena for Gladiators (pag 1)

Post by Suzy1 »

For a first draft, I really like the look of this map. I enjoy playing Circus Maximus and this is similar. Once your Legend is posted, there should be no confusion as to how the map plays. Good job, Best of luck with it!
fire_dragon
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Re: Arena for Gladiators (pag 1)

Post by fire_dragon »

Maybe instead of being able to switch directions at any point, you might want to think of having only one entrance into each section and maybe 2 on the outer section. This was you can achieve your borders, and each ring could be your territory bonus.
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

Thank you to everybody. I will try to answer as soon as possible... I will work on it now
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

Hoagy wrote:Nice idea. It'll go well with the Circvs Maximvs map.

I see yov've got Comodvs, but where is Maximvs Decimvs Meridivs?


I just used Emperors, and from them only the Ivlivs-Clavdivs, Flavivs and some from Antoninvs dinasties, also I included Septimvs Severvs ... So after 211 there is none.
That is a good idea, because Maximus was born in Hispania and very close to my city... perhaps I can include also some gladiator's names.
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

thenobodies80 wrote:Hi PepeAtila!
Happy to see here! Welcome to the Foundry! :D

you are the main guilty that I am here :lol:

thenobodies80 wrote:The comparison with Circus Maximus is obvious.
However it seems that your idea solves a problem that Andy had undergone in the early stages of the developement of that map.

After I read your post I think this is the main problem to understand this map. You shouldn't think that is like Circus Maximus... where I did never play :) ... yet.

It is true that I also use the circular movement, but using the change of direction in every ring the main efect on the movement is not to go arround, it is more like zig-zag. I made a first draft dividing the Colosseum in regions, then I realized that some places in the second ring can be attacked for too many places. So how to reduce it? ... moving counterclockwise and move clockwise, it is something very common to think in round places.
thenobodies80 wrote:But i can't understand why Gladiators have to go around...

With a map about gladiators i imagine something more chaotic
Image
i can't imagine a group of man running around with a gladio in their hands like in a toon. ;)

Believe me, it is not like this. Gladiators don’t go around... just they go frontly … and in every point they can change the direction changing the ring…they have more freedom of movements than it looks like, but you should forget the idea that this is like Circus Maximus… fully different.
thenobodies80 wrote:Said that, the visul arrows system doesn't work so well, remeber that all the information needed to play the map has to be understandable on the map itself. Now i see caesar can attack augustus but this doesn't mean that augustus can attack tiberius; maybe a text should help with this and about the possibility to change the ring (now absent on the map).
I take note to write that I wrote in the first post on the map ...

thenobodies80 wrote:The change of ring is possible only turning right? I can't understand if the you mean that i can attack forward and right or forward, right and diagonally forward.
Just imagine you are a Gladiator placed in some name on the map ... where are you looking ? normally you have 3 places to go ... the ring diagonally right, the ring diagonally left and always forward. This movement looks like Circus Maximus, but the next movement is different if you changed the ring.
thenobodies80 wrote:Finally, What are the territories? You 're going to drawn something like this:
show

In this case you have to consider the space required for circles and for army numbers (888).
Or maybe you're going to develope something like this:
show

In this case you have to draw the borders, if not is very difficult to understand what attack what, specially on change of directions.

Each name is a territory. I would develop the places for troops. About the lines to divide territories I did, but I have to do it again.
thenobodies80 wrote:Considering the map on the whole and the following guidelines i think we are talking more about a good idea, than a properly draft.
To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:

1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.

Draft images should not be larger than 630x600px (small image) or 840x800px (large image).

1. Territory Labels ... 45.
2. Except some locations I think it is clear where and where not you can attack, even when it needs a little adjust.
3. The bonus areas are marked with shields (you can count 10 of them)
4. I think it is the only think I didn't close because I wanted to know how people can understand it

thenobodies80 wrote:However i like what you're trying to develope :) , it something like a Circus Maximus evolution.

This is like to say that all the maps with territories are like a "Classic shapes evolution"

Really, thank you very much for your comments and of course for your help...

your friend Pepe.
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

techno660 wrote:so how many territories can you attack from one ring to the other, for example how many territories in the outer ring can ulnus attack? just one or like the 2 surrounding it?

From "Unus" you can attack "Due", "Commodvs" and "Quartus" ... and you can attack to "Uno" from "Duodecim", "Commodvs" and "Quartus"

Suzy1 wrote:For a first draft, I really like the look of this map. I enjoy playing Circus Maximus and this is similar. Once your Legend is posted, there should be no confusion as to how the map plays. Good job, Best of luck with it!


:D Well it is clear that it is also an Arena, ... I use the movement to make possible that from/to "Unus" only can attack/be attacked by 3 places and not from/to 7 places that are arround ...
I know I should write the Legend ... Thank you very much ... I hope/think people can really enjoy playing this map ... I would find the way to make it crystal clear ...

fire_dragon wrote:Maybe instead of being able to switch directions at any point, you might want to think of having only one entrance into each section and maybe 2 on the outer section. This was you can achieve your borders, and each ring could be your territory bonus.

Yes I had some similar idea before, even I made shadow and wet, to make possible to divide in continents, but the idea to close the places (as an spiral) it would looks like very artificial.
So I decide that it is better bonus when you "find" some weapon on the Arena (the shields).
hip-hop-opotamus
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Re: Arena for Gladiators (pag 1)

Post by hip-hop-opotamus »

By looking at it I figured you could only move between rings by using those emblems, and those would be worth bonus to hold (just an idea), but i do like the thought of just moving between them ... except if you wanted to attack behind you all you would have to do was move out one ring and then move forward into the space that was behind you at first, i thought it might be too easy to get around having to go in one direction ... overall I like it, it seems more fun than most maps, you should keep it up sorry about the massive post, hip-hop-opotamus
callybear
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Re: Arena for Gladiators (pag 1)

Post by callybear »

jsholty4690 wrote:I have two questions:
1. How do would you move from one ring to another?
2. Is this going to be like the Circus Maximus, where you attack in one direction only?

Overall I think you did a good job with this map. Keep up the good work.



i think it'd be a good tourny map
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PepeAtila
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Re: Arena for Gladiators (pag 1)

Post by PepeAtila »

hip-hop-opotamus wrote:By looking at it I figured you could only move between rings by using those emblems, and those would be worth bonus to hold (just an idea), but i do like the thought of just moving between them ... except if you wanted to attack behind you all you would have to do was move out one ring and then move forward into the space that was behind you at first, i thought it might be too easy to get around having to go in one direction ... overall I like it, it seems more fun than most maps, you should keep it up sorry about the massive post, hip-hop-opotamus

It is good idea to keep these emblems to move between rings but this could limited too much the movements. I didn't explain clearly, and I think in 3rd version is clearer. About the post I would like to have more, it helps me a lot.
Thank you very much everybody.
Following the sense of movement you just attack diagonally to change the ring.
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Jakes1
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Re: Arena for Gladiators (pag 3)

Post by Jakes1 »

it looks as though you put a lot of thought inti this one...personally , i am not good at these types of maps...but i am sure there are many who would like this one...keep up the good work :)
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roadhawg
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Re: Arena for Gladiators (pag 3)

Post by roadhawg »

looks good but i dont know diddly but i would play it as long as its not the Circus Max dont care for that game good luck
honk roadhawg
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RipRock
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Re: Arena for Gladiators (pag 3)

Post by RipRock »

I like it
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PepeAtila
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Re: Arena for Gladiators (pag 3)

Post by PepeAtila »

Jakes1 wrote:it looks as though you put a lot of thought inti this one...personally , i am not good at these types of maps...but i am sure there are many who would like this one...keep up the good work :)

:) you made me to remember my feelings when I was in front of a new map. Thank you very much, I realize that this map can looks difficult to understand, but I hope we are going to play this map (as team) ... so it is like any other but the borders between the territories were reduced like if a person were in this place. Because you cannot attack behind you if you don't turn arround :) ... I repeat my thanks for all of you
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leolou2
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Re: Arena for Gladiators (pag 3)

Post by leolou2 »

Hey PepeAtila you have went way far from poker do you still play that , I think you have a good map going so best of luck on it . =D> :lol: :D
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Re: Arena for Gladiators (pag 3)

Post by spore08 »

iam drunk good job
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jean-yves
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Re: Arena for Gladiators (pag 3)

Post by jean-yves »

Hi pepe,
Nice map.
a little bit complicated to understand but after very interresting
Cheers
jean-Yves
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JJ41375
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Re: Arena for Gladiators (pag 3)

Post by JJ41375 »

Looks like a great idea. My only comment would be there are 10 auto-deploys of +1, so unless there 2 or 5 players, or some are neutral to start, there may be an advantage to a player(s).

Other than that I would love to see this map and be able to play it.

Good luck.

JJ
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Lucarilover240
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Re: Arena for Gladiators (pag 3)

Post by Lucarilover240 »

Hmm... Looks like an interesting concept. Looks kind of complex, something I probably wouldn't play very often, but I think a lot of other players might enjoy it.
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