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Posted: Tue Oct 16, 2007 8:08 pm
by WidowMakers
mibi wrote:I think you should lose the arrows and add actual hallways or breaks in the walls. You know something people can actually walkthrough, otherwise its still a series of seperate rooms. And then add arrows on top or something.

Also, this dungeon looks like a palace, it needs to be dirtied up and shadows and such. Kind of like the wards in Siege :wink:

1) There are breaks in the walls, the arrows cover them up. :cry:

2) I plan on adding grunge and dirt, skeletons, swords, broken armour, magical potions, rats, and everything else. I want to get the arrows set and make sure everyone is happy. I will then do the large map with all of the touches mentioned above.

Posted: Tue Oct 16, 2007 8:25 pm
by Aerial Attack
I like option 2

I also like using colors depending on the room entering/exiting.

Posted: Wed Oct 17, 2007 3:59 am
by yamahafazer
Ok here goes... Numer 4 is UGLY!! I think that No. 2 are just too big. The other two are bouth ok but I think that it is easyer to read No. 3... so I would go for No. 3.

I think its a good idea to change the colures depending on the arears they are coming from and entering....

Good work

Posted: Wed Oct 17, 2007 8:30 am
by mibi
WidowMakers wrote:
mibi wrote:I think you should lose the arrows and add actual hallways or breaks in the walls. You know something people can actually walkthrough, otherwise its still a series of seperate rooms. And then add arrows on top or something.

Also, this dungeon looks like a palace, it needs to be dirtied up and shadows and such. Kind of like the wards in Siege :wink:

1) There are breaks in the walls, the arrows cover them up. :cry:

2) I plan on adding grunge and dirt, skeletons, swords, broken armour, magical potions, rats, and everything else. I want to get the arrows set and make sure everyone is happy. I will then do the large map with all of the touches mentioned above.



the breaks should be bigger than... and you have one hell of a bevel going on there.

Posted: Wed Oct 17, 2007 9:52 am
by yamahafazer
mibi wrote:
WidowMakers wrote:
mibi wrote:I think you should lose the arrows and add actual hallways or breaks in the walls. You know something people can actually walkthrough, otherwise its still a series of seperate rooms. And then add arrows on top or something.

Also, this dungeon looks like a palace, it needs to be dirtied up and shadows and such. Kind of like the wards in Siege :wink:

1) There are breaks in the walls, the arrows cover them up. :cry:

2) I plan on adding grunge and dirt, skeletons, swords, broken armour, magical potions, rats, and everything else. I want to get the arrows set and make sure everyone is happy. I will then do the large map with all of the touches mentioned above.



the breaks should be bigger than... and you have one hell of a bevel going on there.


What do you meen by bevel :?: :?: :?: :(

Posted: Wed Oct 17, 2007 4:00 pm
by WidowMakers
OK here is an arrow version that mibi was wanting. It allows the doors to be seen but still have an arrow.

And the bevel is the walls of the rooms. It is like looking down from the sky on the map. I was trying to give the rooms depth. If it works out like I hope you will see what I wanted to do after I texture and place objects in the rooms.

Image

Posted: Wed Oct 17, 2007 4:26 pm
by Aerial Attack
Aw, why did you have to go and make a simple arrow? I like it !

Yeah, the simple arrow is good - maybe have the head be shaded to match the room it's heading into and the tail shaded to match where it's leaving?

Posted: Thu Oct 18, 2007 3:47 am
by yamahafazer
WidowMakers wrote:OK here is an arrow version that mibi was wanting. It allows the doors to be seen but still have an arrow.

And the bevel is the walls of the rooms. It is like looking down from the sky on the map. I was trying to give the rooms depth. If it works out like I hope you will see what I wanted to do after I texture and place objects in the rooms.

Image


BEST ARROW SO FAR BY FAR!!! This is very good. Not only can you see the doors but they are also very easy to read and are easy on the eyes.

Posted: Thu Oct 18, 2007 3:54 am
by Iliad
WidowMakers wrote:OK here is an arrow version that mibi was wanting. It allows the doors to be seen but still have an arrow.

And the bevel is the walls of the rooms. It is like looking down from the sky on the map. I was trying to give the rooms depth. If it works out like I hope you will see what I wanted to do after I texture and place objects in the rooms.

Image

yeah that's better

Posted: Fri Oct 19, 2007 5:53 am
by Selin
yamahafazer wrote:
WidowMakers wrote:OK here is an arrow version that mibi was wanting. It allows the doors to be seen but still have an arrow.

And the bevel is the walls of the rooms. It is like looking down from the sky on the map. I was trying to give the rooms depth. If it works out like I hope you will see what I wanted to do after I texture and place objects in the rooms.

Image


BEST ARROW SO FAR BY FAR!!! This is very good. Not only can you see the doors but they are also very easy to read and are easy on the eyes.


I agree.

Posted: Fri Oct 19, 2007 8:25 am
by WidowMakers
OK I will update all of the arrows and then we can talk about direction and bonuses. While that is going on I will work on the detail of the graphics/title and legend.

WM

Posted: Fri Oct 19, 2007 9:24 pm
by WidowMakers
OK. Here they are. Suggestions for direction and bonus values.

Image

Image

Posted: Fri Oct 19, 2007 9:25 pm
by unriggable
Make magic 6.

Posted: Fri Oct 19, 2007 9:35 pm
by DiM
all i can say is that this is the kind of map that needs proper play testing.
until then saying that one arrow should face left and another one should face right is pure speculation as this is much harder to analyze than a normal map.

Posted: Fri Oct 19, 2007 10:01 pm
by WidowMakers
DiM wrote:all i can say is that this is the kind of map that needs proper play testing.
until then saying that one arrow should face left and another one should face right is pure speculation as this is much harder to analyze than a normal map.
Well I have no one to play test with. Any takers?

WM

Posted: Fri Oct 19, 2007 10:08 pm
by DiM
WidowMakers wrote:
DiM wrote:all i can say is that this is the kind of map that needs proper play testing.
until then saying that one arrow should face left and another one should face right is pure speculation as this is much harder to analyze than a normal map.
Well I have no one to play test with. Any takers?

WM


well you're buddy buddy with lack. convince him to create a play testing area. i know it's possible he play tested before. and it wouldn't be hard to allow andy cairns and coleman to create test games where.

Posted: Sat Oct 20, 2007 12:41 am
by Aerial Attack
Side Note: DiM, DiM, DiM - this is not the place for your thoughts in play testing. Those belong in the Foundry Process Revamp thread. For right now, let's assume he can't create test games on a non-existent map in the database [lack's decision].

On to the map:

1) WidowMakers - I've never played the Dungeon of Draknor games, so I have no idea how the movement throughout the dungeon should correlate. But, I'm guessing that there was a decent amount of thought in the way that the makers envisioned everything [true it was probably assuming we weren't attacking each other, but imaginary monsters and chasing after precious treasures ...]. So, you can try to make it match exactly [even if that causes unbalanced play].

2) You can try to balance play by making areas easier/tougher to hold.
The trap room is fairly powerful with 3 attack routes and 1 defense [based on it's name, shouldn't that be the other way around?]. Once you own this room, gaining control of the Hall of Locked Doors shouldn't be too difficult (yet another 3 attack, 1 defense room). True, Stealth does have the smallest bonus.

Meanwhile, almost all of the rooms in Faith are going to require a lot of faith (and armies) to hold. Each one has at least 2 defense paths (although Sleeping Arcade with it's 5 attack paths could be pretty sought after).

The Library is the least defensible room (1 attack, 6 defense). Once someone gets the meditation chamber - it could be fairly easy to get the next 3 rooms (Potion Brewery, Component Closet, and Artifactory).

All that babble above really doesn't mean anything - it's a preface to this analysis.

Code: Select all

Area; Terrs; Attack (Paths, From, Into); Defense (Paths, Positions, Against)
Stealth; 5; Attack (3, 2, 3); Defense (3, 3, 2)
Faith ; 5; Attack (3, 3, 2); Defense (3, 3, 2)
Halls; 6; Attack (11, 5, 10); Defense (10, 5, 10)
Might; 9; Attack (4, 4, 3); Defense (3, 3, 2)
Magic; 12; Attack (4, 3, 3); Defense (4, 4, 3)

Obviously Might will be more difficult to take than Stealth, but once taken will actually not be as tough to hold.

I'm not sure what appropriate coefficients should be, but the equation should be something like this:

Terrs + Attack From + Defense Paths + Defense Against - Defense Positions - Attack Paths - Attack Into

Posted: Sat Oct 20, 2007 1:02 am
by Iliad
I don't like how all the continents are so big. Try to have a cont with 2-4 bonus

Posted: Sat Oct 20, 2007 2:26 am
by militant
Iliad wrote:I don't like how all the continents are so big. Try to have a cont with 2-4 bonus

I agree with Iliad, i think magic and might should be made smaller

Posted: Sat Oct 20, 2007 4:17 am
by Coleman
DiM wrote:
WidowMakers wrote:
DiM wrote:all i can say is that this is the kind of map that needs proper play testing.
until then saying that one arrow should face left and another one should face right is pure speculation as this is much harder to analyze than a normal map.
Well I have no one to play test with. Any takers?

WM


well you're buddy buddy with lack. convince him to create a play testing area. i know it's possible he play tested before. and it wouldn't be hard to allow andy cairns and coleman to create test games where.
I think if such a feature were implemented it should be something only I can do. After all, I'm the ass. :wink:

Re: Dungeon of Draknor - New Directional Arrows Page 3

Posted: Sat Oct 20, 2007 5:36 am
by NatNat
not a great idea but u have put a lot of work into it and it would be o.k :arrow:

Posted: Sat Oct 20, 2007 7:23 am
by yamahafazer
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)

Posted: Sat Oct 20, 2007 2:14 pm
by cairnswk
WM....Coleman & I discussed moving this to Foundry....you have provided two graphic updates, and there appears to be some support by way of feedback, although no poll was placed as a level of interest....I think you might receive more feedback on the arrows and bonuses in the main foundry...so moving this along!

Posted: Sat Oct 20, 2007 8:01 pm
by mibi
WidowMakers wrote:OK. Here they are. Suggestions for direction and bonus values.





Image



sweet, now make the dungeon look as dungeoning as the title treatment and your golden.

Posted: Sun Oct 21, 2007 9:03 am
by yamahafazer
OOOOOoooo!!! It's in the Foundry...... :D 8)