[Vacation until Dec] Clash of Kings - [14.03.14] - V18.1
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2
change the position of the arrow between ship 3 and assault ship 3, at first glance it looks like a 1 way attack right now because the tip of the arrow is on top of ship 3.
same counts for ship 2 and 3 but on a smaller scale. (the arrow tip is half on ship 2)
and assault ship 2/supply ship 2.
same counts for ship 2 and 3 but on a smaller scale. (the arrow tip is half on ship 2)
and assault ship 2/supply ship 2.
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Re: Besieger/Besieged [28.Dec.11] - 1v1 map - V2 - p1&2
zimmah wrote:change the position of the arrow between ship 3 and assault ship 3, at first glance it looks like a 1 way attack right now because the tip of the arrow is on top of ship 3.
same counts for ship 2 and 3 but on a smaller scale. (the arrow tip is half on ship 2)
and assault ship 2/supply ship 2.
will do in the next update.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2

Unless this is an intentional attempt to emulate the siege battle at the end of this book, I'd pick another name. If this was intentional, good show old boy.
Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
The Bison King wrote:
Unless this is an intentional attempt to emulate the siege battle at the end of this book, I'd pick another name. If this was intentional, good show old boy.
it's just coincidence
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
the title is just a coincidence and i don't think it falls under the copyright infringement laws since there's nothing to point to the book. if people wish to use their imagination and pretend it's the siege battle at the end of the book it is their choice entirely.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- natty dread
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
Yeah, it's the same thing when I made the Age of Steam maps, and later on found out there was a railway board game named Age of Steam somewhere. I asked the admin if I have to change it, but just a coincidental name is not enough to be a copyright infringement.

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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
Shouldn't the Castle be 10 to match the 5+5 of the Camps?
Actually, it might need to be even more. Balloon & Assassins aside, it is 7 territories away to annihilate both enemy camps, but only 5 to annihilate the castle.
I still think each Base Ship needs to attack a different Supply Ship as well. The 4 quarters can individually attack a tower or dock and quickly move on to the enemy, while only one base ship can attack a supply ship and all three can attack the landing point - which is still 3 territories away from attacking your opponent (unlike the towers).
Not only is it bottle-necked on either side of your primary starting positions, but the blue side has a big advantage early on to use all their forces. Whereas red's first turn is pretty much useless. They attack the landing point or supply ship and then reinforce. Meanwhile blue might already be on top of your artillery.
Red is further handicapped by having two camps to the one castle. Though Red only needs to defend one camp, that other 5 troops is set far back from the front lines, whereas - again - blue can use all 4 of its quarters simultaneously.
If you make it one camp and give red a force closer to the artillery, then make more connections between Base Ships and supply ships, that will help some.
Also, it isn't clear in the legend that you can only receive bonuses for your side. (i.e. blue can't get a red ship bonus)
Actually, it might need to be even more. Balloon & Assassins aside, it is 7 territories away to annihilate both enemy camps, but only 5 to annihilate the castle.
I still think each Base Ship needs to attack a different Supply Ship as well. The 4 quarters can individually attack a tower or dock and quickly move on to the enemy, while only one base ship can attack a supply ship and all three can attack the landing point - which is still 3 territories away from attacking your opponent (unlike the towers).
Not only is it bottle-necked on either side of your primary starting positions, but the blue side has a big advantage early on to use all their forces. Whereas red's first turn is pretty much useless. They attack the landing point or supply ship and then reinforce. Meanwhile blue might already be on top of your artillery.
Red is further handicapped by having two camps to the one castle. Though Red only needs to defend one camp, that other 5 troops is set far back from the front lines, whereas - again - blue can use all 4 of its quarters simultaneously.
If you make it one camp and give red a force closer to the artillery, then make more connections between Base Ships and supply ships, that will help some.
Also, it isn't clear in the legend that you can only receive bonuses for your side. (i.e. blue can't get a red ship bonus)
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
lostatlimbo wrote:Shouldn't the Castle be 10 to match the 5+5 of the Camps?
Actually, it might need to be even more. Balloon & Assassins aside, it is 7 territories away to annihilate both enemy camps, but only 5 to annihilate the castle.
each player starts with 25 troops split over 5 terits. it impossible to attack the castle or the 2 camps in round 1 so it really does not matter if the castle starts with 5 or 10 because you can't reach it. and by the time you're able to reach it the other player has plenty of turns to protect it.
lostatlimbo wrote:I still think each Base Ship needs to attack a different Supply Ship as well. The 4 quarters can individually attack a tower or dock and quickly move on to the enemy, while only one base ship can attack a supply ship and all three can attack the landing point - which is still 3 territories away from attacking your opponent (unlike the towers).
Not only is it bottle-necked on either side of your primary starting positions, but the blue side has a big advantage early on to use all their forces. Whereas red's first turn is pretty much useless. They attack the landing point or supply ship and then reinforce. Meanwhile blue might already be on top of your artillery.
will do.
lostatlimbo wrote:Red is further handicapped by having two camps to the one castle. Though Red only needs to defend one camp, that other 5 troops is set far back from the front lines, whereas - again - blue can use all 4 of its quarters simultaneously.
If you make it one camp and give red a force closer to the artillery, then make more connections between Base Ships and supply ships, that will help some.
adding more connections in the red area will result in a lot of clutter.
i think the best solution would be to remove blue's ability to attack any terit within city limits and just add some connections there. this way blue won't be able to use all his troops at once and he'll have to travel a bit to the artillery.
lostatlimbo wrote:Also, it isn't clear in the legend that you can only receive bonuses for your side. (i.e. blue can't get a red ship bonus)
i'll mention it
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
This this awesome. How far along is it?
Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
BadgerJelly wrote:This this awesome. How far along is it?
early development, it doesn't even has stamps yet.
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
Looks ready to roll to me 
How did you get look for land on map? What program do you use? Is it free?
I'm using GIMP myself.
How did you get look for land on map? What program do you use? Is it free?
I'm using GIMP myself.
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
Hm, for the name, there's nothing on the map that really has to do anything with kings. Perhaps a back story is in order? Or else you could simple call the map "Besiege", though I rather like the "Clash of Kings" logo. Let me know if you want a back story, DiM, I'm sure I could whip one up 
-Sully
-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
zimmah wrote:BadgerJelly wrote:This this awesome. How far along is it?
early development, it doesn't even has stamps yet.
as zimmah said it's still early.
the foundry is a long and slow process. we'll see this live in a few months
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
BadgerJelly wrote:Looks ready to roll to me
How did you get look for land on map? What program do you use? Is it free?
I'm using GIMP myself.
i'm pretty sure he's a photoshop user.
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
BadgerJelly wrote:Looks ready to roll to me
How did you get look for land on map? What program do you use? Is it free?
I'm using GIMP myself.
most of my maps look ready to roll because i don't like posting rough drafts i try to make the graphics as close to the final product as possible. however there's still a lot of fine tuning plus the gameplay tweaks.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
BadgerJelly wrote:Looks ready to roll to me
How did you get look for land on map? What program do you use? Is it free?
I'm using GIMP myself.
i'm using photoshop cs5.1 extended.
it's normally a lot of money but if you know where to look it is free
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
natty_dread wrote:Baloon -> Balloon
spelling nazi
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
Victor Sullivan wrote:Hm, for the name, there's nothing on the map that really has to do anything with kings. Perhaps a back story is in order? Or else you could simple call the map "Besiege", though I rather like the "Clash of Kings" logo. Let me know if you want a back story, DiM, I'm sure I could whip one up
-Sully
yeah, i guess a short story could help set the atmosphere better
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
DiM wrote:lostatlimbo wrote:Also, it isn't clear in the legend that you can only receive bonuses for your side. (i.e. blue can't get a red ship bonus)
i'll mention it
any suggestions on how i should word this in the legend?
also the "there's no bonus for number of terits" doesn't sound too clear. could use some help with that also.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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Re: Clash of Kings [29.Dec.11] - 1v1 map - V3 - p1&2
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?
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V4.jpg[/bigimg]
*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?
[bigimg]http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-V4.jpg[/bigimg]
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [01.Jan.12] - 1v1 map - V4 - p1&3
Looking good
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Re: Clash of Kings [01.Jan.12] - 1v1 map - V4 - p1&3
i think this pretty much meets the requirements for a main foundry move.... 
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Clash of Kings [01.Jan.12] - 1v1 map - V4 - p1&3
Could the 3rd Artillery bombard the Supply Caravan back?
Seems like if you were trying to take a castle by siege, you would want to cut off their supply too.
I'm not sure if that would improve gameplay or not, but I'm a stickler for story. :)
Seems like if you were trying to take a castle by siege, you would want to cut off their supply too.
I'm not sure if that would improve gameplay or not, but I'm a stickler for story. :)
Re: Clash of Kings [01.Jan.12] - 1v1 map - V4 - p1&3
lostatlimbo wrote:Could the 3rd Artillery bombard the Supply Caravan back?
Seems like if you were trying to take a castle by siege, you would want to cut off their supply too.
I'm not sure if that would improve gameplay or not, but I'm a stickler for story.
realism-wise it'd make a whole lot more sense for an attacker to attack a supply caravan then vice versa but gameplay wise i'm not so sure.
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