Dungeon of Draknor - Halls of Testing [Quenched]

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Unit_2
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Post by Unit_2 »

i got an idea! how about you make "Astral Circle" able to attack "Oracle" and "Alter" and also let the Alter and Oracle attack back and give the Astral Circle worth a bonus of 1 .
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AndyDufresne
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Post by AndyDufresne »

No bananas for the above idea.


--Andy
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yamahafazer
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Post by yamahafazer »

WidowMakers wrote:
yamahafazer wrote:
yamahafazer wrote:Ok here's my thinking...

I was getting myself VERY confused #-o so I made myself a little rule.... All mane rooms that have a large number of doors should be able to get to the continents next to them through no more than one other room. For example "Practice Range" can get into the "Halls" continent though "oracle", only one stepping stone in between. But the "West" and "East" "Corridor"'s do not let this happen. If you want to get from "East Corridor" to "Might" the fastest root is: From "East Corridor" to "Vestibule" to "South Corridor" to "Forge". The same thing is the so when you look at "West Corridor" going to "Faith". The fastest root is: "West Corridor" to "Vestibule" (again) to "Great Hall" and then to "Chapel" or "Altar". I personally think that this might need to be changed. :|

As for bonuses. I think you should do something like what has been done with the "USApocalypse" map. Have things like bests and other stuff that gives you a "-1" army every turn.... and other good stuff like treasure that gives you "+1" or "+2" (varying on how large the room is and how meny enterances it has) army’s per turn.

Anyway... that’s what I think. What does everyone else think??? :?: 8)


I just copyed this as I saw you asking about the arrows again... and to save me having to type it all again :wink:
I appreciate the comments and I have seen what you said. The issue here is that a map like this has never been done. It was suggested that a playtest take place to test teh map. When I do that, I will look at your suggestions and see how they affect gameplay.

As far as treasures go. Those are on the next level. Jota was pretty clear that all he wanted was 1-way borders. And since this is really his map (I am just finishing it) I agreed to only have 1-ways.

WM


Ok that's fine... they were just sugestions anyway 8) ....

As for what people are saying about bombardments... I think there are so meny going through the foundry right now that have bombardments I would rather that this be kept simple and just leave it the way it is...
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Gnome
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Post by Gnome »

that's why I added " :lol: "
I agree that it should be kept simple, keep up the good work!
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Post by WidowMakers »

no bombardments. I am only using 1-way borders. That was the agreement with Jota. I will have other things in teh next two levels. If the name "hall of locked doors" is what is causing issue. We can rename it.

In regards to teh adding of itmes. I will probably not have items in every room. Empty rooms will have old rags or broken pots in the corners but I have no intention of adding specific items to every room.

WM
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hulmey
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Post by hulmey »

nice job your doing here WM..Is there anyway you could change the arrows. They dont seem to fit in!!
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Contron13542
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Post by Contron13542 »

for the hall of locked doors, you should make it so that you cannot attack into it, because all of the doors are locked. but that would mean that whoever held that room could not be killed, so they would be the only one who could possibly win (unless it was an assassin game?) so that idea probably wouldn't work out so well so pretty much forget I said anything.
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Kaplowitz
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Post by Kaplowitz »

AndyDufresne wrote:No bananas for the above idea.


--Andy


It doesnt sparkle with the other girls (SP reference).

But that would be too unrealistic and pointless.
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Contron13542
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Post by Contron13542 »

I dont see any problem with the astral bombardment of the hall of locked doors, thats still a one way attack, and that way, no one gets into that room (and it doesn't really make it that confusing) :D
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Post by WidowMakers »

Contron13542 wrote:I dont see any problem with the astral bombardment of the hall of locked doors, thats still a one way attack, and that way, no one gets into that room (and it doesn't really make it that confusing) :D
There are 2 reasons this will not happen.

1) Adding bombardment will just place a neutral in the room and not allow anyone to get the bonus.
2) I am keeping with the wishes of the original cartographer (Jota). ONLY 1-WAY BORDERS.

If this continues to be an issue. We will rename the room.

WM
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mibi
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Post by mibi »

WidowMakers wrote:
Contron13542 wrote:I dont see any problem with the astral bombardment of the hall of locked doors, thats still a one way attack, and that way, no one gets into that room (and it doesn't really make it that confusing) :D
There are 2 reasons this will not happen.

1) Adding bombardment will just place a neutral in the room and not allow anyone to get the bonus.
2) I am keeping with the wishes of the original cartographer (Jota). ONLY 1-WAY BORDERS.

If this continues to be an issue. We will rename the room.

WM


might as well change the room name anyways.
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Mr_Adams
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Post by Mr_Adams »

maybe make iether magic or might a darker color, they are to close in color to easily tell which is which.
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Post by WidowMakers »

OK everyone. We are changing the name of Hall of Locked Doors

any suggestions? remember it is in the stealth section.

WM
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edbeard
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Post by edbeard »

Cloakroom

=trying not to laugh face=
WidowMakers
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Post by WidowMakers »

OK everyone. I am trying to find time to get the room items updated bu in th e mean time I need some help.

It was suggested a while back that this map should be play tested to really understand the issues involving 1-way only attacks for a map. I have a group of friends that have agreed to test it (probably over the Christmas holiday).

What I need from everyone else is a list of game settings we should test.
Game Type
Standard/Terminator /Assassin/ Doubles /Triples
Bonus Cards
Escalating/ Flat Rate /No Cards
Fortifications
Chained /Adjacent /Unlimited

We will obviously not be able to play hundreds of games. What combos should we do if we play 5-10 games?

But regardless of what games we play, the current map arrows and bonus will be the starting point. From there we will adjust the arrows per previous suggestions and to allow better movement if we find any bottlenecks.

Thanks in advance.

WM
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Bad Speler
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Post by Bad Speler »

I don't think that game type and bonus cards matter too much, but I think it's important to test each fortification setting for a map with this many one ways.
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Post by BaldAdonis »

Cards do matter. An escalating game is a lot different from a flat rate game. In escalating, your objective should be to gain access to territories which are adjacent to a lot of others, and adjacent to cul-de-sacs. With this many one way attacks, there are a lot of different blocks to consider (6/12 Magic rooms and 3/5 Stealth rooms have only one entrance point).
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Post by WidowMakers »

So currently we have the suggestions of playing several games of each type of fortification and each card type.
With 1 game per each combo that is 9 games.

If we eliminate the no cards option that is 6 different options

And with 2 games at each option for a total of 12.

Sound good?
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yeti_c
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Post by yeti_c »

mibi wrote:the gauntlet needs an elf, wizard, and barbarian.


What about a Valkyrie?

C.
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Post by WidowMakers »

yeti_c wrote:
mibi wrote:the gauntlet needs an elf, wizard, and barbarian.


What about a Valkyrie?

C.
She is already there. Dead at the south end of the room.
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yamahafazer
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Post by yamahafazer »

Not that you can replicat it in test playing but the fog of war thing will add a compleatly new level... as you will not be able to see to the rooms that can attack you... EVER!!!
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Post by WidowMakers »

yamahafazer wrote:Not that you can replicat it in test playing but the fog of war thing will add a compleatly new level... as you will not be able to see to the rooms that can attack you... EVER!!!
I agree. but it is hard to play fog of war on my kitchen table with everyone sitting around it. :D

WM
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yeti_c
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Post by yeti_c »

WidowMakers wrote:
yamahafazer wrote:Not that you can replicat it in test playing but the fog of war thing will add a compleatly new level... as you will not be able to see to the rooms that can attack you... EVER!!!
I agree. but it is hard to play fog of war on my kitchen table with everyone sitting around it. :D

WM


You'd have to have an independant adjudicator - who would have to write everything down for each turn - and only 1 person could be in the room at a time...

Would be nigh on impossible!!

C.
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Post by WidowMakers »

yeti_c wrote:
WidowMakers wrote:
yamahafazer wrote:Not that you can replicat it in test playing but the fog of war thing will add a compleatly new level... as you will not be able to see to the rooms that can attack you... EVER!!!
I agree. but it is hard to play fog of war on my kitchen table with everyone sitting around it. :D

WM


You'd have to have an independant adjudicator - who would have to write everything down for each turn - and only 1 person could be in the room at a time...

Would be nigh on impossible!!

C.
And not something we could do quickly to get many games done in 1 afternoon either.

WM
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yamahafazer
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Post by yamahafazer »

WidowMakers wrote:
yeti_c wrote:
WidowMakers wrote:
yamahafazer wrote:Not that you can replicat it in test playing but the fog of war thing will add a compleatly new level... as you will not be able to see to the rooms that can attack you... EVER!!!
I agree. but it is hard to play fog of war on my kitchen table with everyone sitting around it. :D

WM


You'd have to have an independant adjudicator - who would have to write everything down for each turn - and only 1 person could be in the room at a time...

Would be nigh on impossible!!

C.
And not something we could do quickly to get many games done in 1 afternoon either.

WM


Ye sure I know that... I just think it will be interesting when this dose go out if anyone dose play a fog of war game on this map... and that game option is only an option anyway... :)
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