[Vacation until Dec] Clash of Kings - [14.03.14] - V18.1

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DiM
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[Vacation until Dec] Clash of Kings - [14.03.14] - V18.1

Post by DiM »

thenobodies80 note: Map approved for 1vs1 games only
ImageImageImageImage

Map Name:Clash of Kings
Mapmaker(s):DiM, Zimmah
Number of Territories: 43
Special Features: 1v1, starting locations, conditional bonuses, ranged attacks, losing conditions
What Makes This Map Worthy of Being Made: it's supercalifragilisticexpialidocious
Gameplay: one player will start in the red locations (6 terits ) and the other player will start with the blue locations (6 terits), expand your army, get bonuses, lay siege or defend and take out the enemy.


V18.1
*made the small version with the new terits (king/general)
*added a line of text in the middle legend saying that the king and the general can't be attacked.

large:
http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18-1.jpg
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18-1.jpg[/bigimg]

small:
http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-V18.jpg
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-V18.jpg[/bigimg]



[spoiler=V17]V18:
*added a king and a general
large: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18.jpg
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V18.jpg[/bigimg][/spoiler]



[spoiler=V17]images before beta:
large: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-2.png
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-2.png[/bigimg]
small: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-2.png
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-2.png[/bigimg][/spoiler]

[spoiler=V16]V16.1:
*changed legend text as demanded
*small map
*little highlights on bonuses

large:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V16-1.jpg[/bigimg]
small:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-V16-1.jpg[/bigimg][/spoiler]
[spoiler=V15]V15:
*renamed quarter 4 to quarter 3 and quarter 3 to quarter 2
*connected balloon to 1st infantry instead of 3rd
*connected quarter 2 to inn instead of ammo depot
*changed ammo depot from 2 neutral to 5
*changed market from 1 neutral to 2
*changed caravan from 2 neutral to 3.

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V15-1.jpg[/bigimg][/spoiler]
[spoiler=V14]V14:
*added the bridges that cairnswk requested
*updated the legend to include that the balloon also attacks the yard
*replaced sully with zimmah as the xml writer
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V14.jpg[/bigimg][/spoiler]
[spoiler=V13]V13:
*tweaked some attack/bombardment arroows
*moved some connections
*increased the size of the castle
*changed yard to court yard
*added the small map
large:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V13-1.jpg[/bigimg]
small:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-V13.jpg[/bigimg][/spoiler]
[spoiler=V12]V12:
*changed the castle to 2 terits
*transformed one quarter into a neutral inn
*changed the legend accordingly
*spelling in the legend.

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V12.jpg[/bigimg][/spoiler]
[spoiler=V11]V11:
*removed the "all city terits connect..." from the legend
*changed tents to camps in the legend
*connected dock 3 to quarter 2 instead of church to prevent a rush to the castle
*connected church to quarter 2.

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V11-1.jpg[/bigimg][/spoiler]
[spoiler=V10]V10:
*tweaked territory labels
*changed assassin and balloon to 30 neutral

[bigimg]http://img403.imageshack.us/img403/7995/clashofkingslv10.jpg[/bigimg][/spoiler]
[spoiler=V9]V9:
*added men near the 3rd artillery
*curved the terit names
*moved and adjusted arrows
*removed connections from assassin to quarter 3 and quarter 2
*changed the text colour to grey to be easier on the eyes.

[bigimg]http://i1061.photobucket.com/albums/t477/CC-DiM/ClashofKings-L-V9.jpg[/bigimg][/spoiler]
[spoiler=V8]V8:
*made besieger and besieged taller
*added banner as terit labels.

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V8.jpg[/bigimg][/spoiler]
[spoiler=V7]V7:
*moved some arrows around so they're more visible
*changed 3rd artillery orientation to face the caravan
*added a couple of fishing boats and a pontoon in the lake
*reduced the grunge texture in the legend

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V7.jpg[/bigimg][/spoiler]
[spoiler=V6]V6:
*added 7th infantry division,
*changed some attack lines

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V6.jpg[/bigimg][/spoiler]
[spoiler=V5]V5:
*reduced large to 1000*1000 and small to 800*800
*moved around a few terit names
*fiddled with the legend text size and artwork.
*removed bombardment of the ammo depot and added a 2-way bombardment with the caravan.

large:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V5.jpg[/bigimg]

small:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S.jpg[/bigimg][/spoiler]
[spoiler=V4]V4:
*legend text tweaks,
*added paths in the besieged area
*added some more paths between the boats
*moved some terit names around
*spelling

who do i have to bribe to get this moved to the main? :mrgreen:

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V4.jpg[/bigimg][/spoiler]
[spoiler=V3]V3:
*added title

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V3.jpg[/bigimg][/spoiler]
[spoiler=V2]V2:
*added terits and gameplay changes
*moved around the legends
*changed image size and got rid of most of the dead space.

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/Besieged-L-V2.jpg[/bigimg][/spoiler]
[spoiler=V1]V1:
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/Besieged-L-V1-3.jpg[/bigimg][/spoiler]
Last edited by DiM on Fri Mar 14, 2014 3:51 pm, edited 31 times in total.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by lostatlimbo »

For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8.
Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.

I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.

From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? :) I bet you could find a fun way to include that space.

Otherwise, I like what you've got so far!
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by zimmah »

define 'whole army'

do you mean 1-6th regiment, or are the cannons included, and is the landing zone included?

same counts for the defenders, what's their whole 'army'?

to add realism, i'd put a mountain at the south of the village and add something to the west of the map as well, it's not really being besieged if they still can get supplies from the west en south.

the bay cannon should probably bombard.

probably moving the legend to the east frees up a ton of space on the west.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

lostatlimbo wrote:For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8.
Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.


this could be easily balanced by increasing/decreasing neutrals.

lostatlimbo wrote:I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.


i was trying to somehow mimic the real position of the besieged and besieger. i imagine the besieged army running around in the small enclosed space of the town defending wherever needed while the besieger is split trying to flank the city. also moving troops from ship to land and back over such a big distance is supposed to be harder than running on a street for a few blocks :)


lostatlimbo wrote:From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? :) I bet you could find a fun way to include that space.

Otherwise, I like what you've got so far!


actually in the middle gap i was planning to insert the title. but i haven't managed to come up with something so far.
but if needed i was thinking i could switch mill and ammo depot and then add some cannons across the lake that have the option to just bombard the ammo depot (and ruining the defender's bonus).
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

zimmah wrote:define 'whole army'

do you mean 1-6th regiment, or are the cannons included, and is the landing zone included?

same counts for the defenders, what's their whole 'army'?


whole army = all terits of the same colour (red or blue)

zimmah wrote:to add realism, i'd put a mountain at the south of the village and add something to the west of the map as well, it's not really being besieged if they still can get supplies from the west en south.


it's safe to assume supply caravans aren't just marching in the city while cannons and bombards are shooting at the walls, regarding of the side :)

zimmah wrote:the bay cannon should probably bombard.


that's easy to do. perhaps even bombard all the assault ships and supply ships?

zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.


where in the east?
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by zimmah »

DiM wrote:
zimmah wrote:the bay cannon should probably bombard.


that's easy to do. perhaps even bombard all the assault ships and supply ships?


not sure about the supply ships but the assault ships, yes.

DiM wrote:
zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.


where in the east?


you'd have to play a bit around for it to fit i guess, but it may make the map a bit larger and realistic. because even though when a city is under siege, once they run out of food and supplies they generally will try to get food and supplies, regardless of the risks (or they surrender). It may be just my opinion but since you're still in an early phase it may be worth looking at it now rather then later.

(maybe you could even add a supply caravan to the west or southwest and some flanking troops for the besieger that try to intercept supplies, losing the supply caravan should hurt town a lot (i think a negative bonus, or perhaps a decreased bonus for holding the ammo depot/supply storage (there should be a supply storage in town) as people will become hungry and ammo will decrease) but not as much that they can't still win anymore, the supply caravan may have a small army for protection but it should be really small because they shouldn't be able to affort a lot of spare troops because they're under siege). off course the caravan should be a starting territory for the besieged, the flanking troops do not necessarily have to be starting positions (the may start neutral because maybe the siege has just started and the flanking troops weren't on the way yet.)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

the caravan sounds interesting.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by Flapcake »

Nice work as usaly from you dim 8-)

I dont have and coment for gameplay as Im not so familiar with 1v1 games, but just of personal interest I have some questions for the gameplay.

Is it totaly random who starts where ? or is it done by the game creator that he starts same place always or can he choose ?

Does it even have any importance for the game for who starts where ?

I think its a XML question, I dont know realy whats posible for 1v1 games.

I hope my question are clear. ;)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

1 player will start as besieger and another as besieged but it will be random. so it's not like the one that starts the game will always besiege and the one that joins second will always be besieged.
i don't even think it's possible to code it like this.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by Flapcake »

well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by zimmah »

Flapcake wrote:well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:


not possible, it's random.

with the same streaky randomness as everything
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by natty dread »

zimmah wrote:with the same streaky randomness as everything


All randomness is inherently "streaky", there's no such thing as "non-streaky randomness". I mean, if you take the measures to prevent streaks from occuring in a random stream, then it's no longer random, is it...

On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

natty_dread wrote:On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...



i'm already working on adding some more elements to the map, one of them being a losing condition.

i shall add:
1. a supply caravan on the west side bringing a new bonus for the defender.
2. an artillery division across the lake bombarding the territ currently labeled as mill (will be changed to ammo depot) and bringing a bonus for the besieger.
3. an assassin squad from the city that's able to one way attack the enemy tents (losing condition for red)
4. a zeppelin/baloon/mega cannon that's able to bombard the castle (losing condition for blue)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

zimmah wrote:
Flapcake wrote:well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:


not possible, it's random.


i think such a feature was suggested and it would indeed be really interesting to be able to set each player an exact position.

this way we could get even more specialised players. for example you could be great at map X but only when you start as cyan cause you know that starting position by heart. :D
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

ok so i've done most of the things planned but i'm totally lost on a title.
i'm wide open for ideas. how the heck should this map be named?
normally i'd go for siege but it's already taken.... :(
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

V2:
*added terits and gameplay changes
*moved around the legends
*changed image size and got rid of most of the dead space.


i'm still lost on a title. whoever comes up with a good suggestion gets a free cookie. :)

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/Besieged-L-V2.jpg[/bigimg]
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by natty dread »

Image
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by DiM »

natty_dread wrote:http://www.synonymfor.com/siege#

:)


i'm gonna name it SPASM :lol: or FURY.
or maybe FURIOUS SPASM the story of an epileptic siege :lol: :lol: :lol:
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Post by zimmah »

DiM wrote:
natty_dread wrote:http://www.synonymfor.com/siege#

:)


i'm gonna name it SPASM :lol: or FURY.
or maybe FURIOUS SPASM the story of an epileptic siege :lol: :lol: :lol:


Furious spasm lol, maybe furryish spasm would fit with patch wars :lol:
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by natty dread »

Well, how about "Invasion"?

It would fit the theme at least...
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by mcshanester29 »

how about War of the Kings?
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by DiM »

this could work. but without the "the"
just War of Kings.
:) as promised:
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by zimmah »

DiM wrote:this could work. but without the "the"
just War of Kings.
:) as promised:
Image


oh that is one of my favorites
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by mcshanester29 »

DiM wrote:this could work. but without the "the"
just War of Kings.
:) as promised:
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2

Post by DiM »

i decided to go with Clash of Kings instead of War of Kings. it just sounds more dramatic :)

here's V3:
*added title

[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V3.jpg[/bigimg]
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