Dungeon of Draknor - Halls of Testing [Quenched]
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
Testing was a lot of fun, I'm looking forward to playing on the map and not having the borders move on me in the middle of the game! (I was holding stealth and it was decided to make it so might could attack it.)
Kudos to Mr. Nate for "winning" that last game!
Kudos to Mr. Nate for "winning" that last game!
Shin high sharp edges are karma's debt collectors.
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
OK here is Version 14 with and Without Armies
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml
Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg
WM
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml
Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg
WM

-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
I tried doing this but since the view is a top down and the stairway goes into the wall, there is not much a way to show depth. I tried to make the stairs in the middle of the room but it did not look good or make sense, so I just ended up keeping them where they are now.AndyDufresne wrote:I also like your little staircase "Down to Level 2", though it doesn't look like it is decending so much. Maybe a spiral down.But that may just be too much work. I like it either way.
--Andy
WM

- Blitzaholic
- Posts: 23050
- Joined: Wed Aug 09, 2006 11:57 pm
- Location: Apocalyptic Area
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
WidowMakers wrote: It is just straight up kill or be killed. WM
I think that a few more straight up maps, a lot of the recent ones have been a little "gimmicky". I'm not saying that I don't like all of them, but some of them have been overly complex as of late.
Shin high sharp edges are karma's debt collectors.
- MR. Nate
- Posts: 951
- Joined: Tue Dec 19, 2006 10:59 am
- Gender: Male
- Location: Locked in the warehouse.
- Contact:
It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.
AAFitz wrote:There will always be cheaters, abusive players, terrible players, and worse. But we have every right to crush them.
MeDeFe wrote:This is a forum on the internet, what do you expect?
End the Flame Wars.
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
Those new colors are being changed. I happen to be on the new army color committee and we will be changing them as soon as we can agree on a new color scheme. These army colors are currently the front runners.MR. Nate wrote:It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.

For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.
--lanyards
--lanyards

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
It is a bed that has been tipped over and is upside down.lanyards wrote:For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.
--lanyards
WM

WidowMakers wrote:It is a bed that has been tipped over and is upside down.
WM
Thanks for the clearification, but is it the correct angle?
--lanyards

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml
Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg
==================================================
Map Information Page
Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders
Accompanying Story:
=========================================
Feel free to post suggestions for the Map info Page
The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml
Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg
==================================================
Map Information Page
Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders
Accompanying Story:
- Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.
"Hold it!" shouts Garrick, "It's a trap!"
"Then disable it and pick the lock," you answer wearily. "That's what you're here for."
"No, it's not on the door. It's the whole room. Look at the floor!"
All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.
"The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."
Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!
Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
- Any
- 1) One Way Borders-All territories are connected with one way doors.
- The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.
=========================================
Feel free to post suggestions for the Map info Page
The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

XML error:
The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.
--lanyards
The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.
--lanyards

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
Thank you very much.lanyards wrote:XML error:
The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.
--lanyards
Fixed XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v02.xml
Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg
==================================================
Map Information Page
Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders
Accompanying Story:
- Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.
"Hold it!" shouts Garrick, "It's a trap!"
"Then disable it and pick the lock," you answer wearily. "That's what you're here for."
"No, it's not on the door. It's the whole room. Look at the floor!"
All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.
"The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."
Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!
Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
- Any
- 1) One Way Borders-All territories are connected with one way doors.
- The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.
Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.
=========================================
Feel free to post suggestions for the Map info Page
The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
No. Not the Background Story this part....
Map Description:
WM
Map Description:
- The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.
Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.
WM

WidowMakers wrote: [/list]Map Description:The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.
Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.
The Dungeon of Draknor-The Halls of Testing is the first of three levels for the Draknor map series.
Because every door is a one way border, there will be new and different strategies used on this map. You may be able to attack into a room and not be able to fort out of it.
Just because a room is on your border does not mean that it is a border that must be defended, some border rooms are exit only.
This is a tricky map so pay attention to the "ins" and "outs" of the rooms.
Figuring out the best way to move about in this environment will be key to your survival and may take some extra thought.
Is this better?
Edit or modify it as you see fit.
Shin high sharp edges are karma's debt collectors.
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
WidowMakers wrote:I found a "2 way border". Sleeping arcade can attack into altar and altar can attack into sleeping arcade. I will have updated pics and XML by tomorrow morning.
WM
Ya, that was the one I told you to put in. Sorry.
lanyards wrote:XML error:
The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.
--lanyards

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
OK here is version 15 with the edit to eliminate the "2-way" border from Sleeping arcade and altar
The arrow from altar to sleeping arcade was eliminated and the arrow from sleeping arcade to temple was switched.
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v03.xml
Small:
http://img442.imageshack.us/img442/1271/dodl115sop8.jpg
Large:
http://img72.imageshack.us/img72/5725/dodl115lzt6.jpg
==================================================
Map Information Page
Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders
Accompanying Story:
==========================
Map Complexity Rating
It only has one way borders so teh gameplay is not simple but there are no special techinquies or new XML features.
I say this is a moderate to High moderate map.

The arrow from altar to sleeping arcade was eliminated and the arrow from sleeping arcade to temple was switched.
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v03.xml
Small:
http://img442.imageshack.us/img442/1271/dodl115sop8.jpg
Large:
http://img72.imageshack.us/img72/5725/dodl115lzt6.jpg
==================================================
Map Information Page
Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders
Accompanying Story:
- Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.
"Hold it!" shouts Garrick, "It's a trap!"
"Then disable it and pick the lock," you answer wearily. "That's what you're here for."
"No, it's not on the door. It's the whole room. Look at the floor!"
All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.
"The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."
Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!
Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
- Any
- 1) One Way Borders-All territories are connected with one way doors.
- The Dungeon of Draknor-The Halls of Testing is the first of three levels for the Draknor map series.
Because every door is a one way border, there will be new and different strategies used on this map. You may be able to attack into a room and not be able to fort out of it.
Just because a room is on your border does not mean that it is a border that must be defended, some border rooms are exit only.
This is a tricky map so pay attention to the "ins" and "outs" of the rooms.
Figuring out the best way to move about in this environment will be key to your survival and may take some extra thought.
==========================
Map Complexity Rating
It only has one way borders so teh gameplay is not simple but there are no special techinquies or new XML features.
I say this is a moderate to High moderate map.


