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Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 11:03 am
by MOBAJOBG
9 neutral armies on the Batteries is a nice figure and that should be enough to put a damper on BID's analysis.

Can we try to work on the Helipads?
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 11:20 am
by t-o-m
ive played 2 1v1 games on this, nad once i went 1st, and once i went second. won both of them however the deciding factor of this is:
- if you can get them out of a region asap, e.g out of the airport
- whether you go for the parachuters 1st of not
- whether you can bomard the opposition out of his parachuters
- whether you can suppress him in the parachuters
thats how to win in my view!
i think that the parachuter's bonus should go down, and the neutral armies amount on them go up by 1army
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 1:31 pm
by luckycharms8282
it looks like a cool map...but its just confusing directions. the bonuses and point-of-the-game aren't explained very well on the map itself.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:05 pm
by cairnswk
luckycharms8282 wrote:it looks like a cool map...but its just confusing directions. the bonuses and point-of-the-game aren't explained very well on the map itself.
luckycharms8282....can you offer suggestions as to what you might think is appropriate.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:06 pm
by cairnswk
MOBAJOBG wrote:..... Can we try to work on the Helipads?
Suggestions MOBAJOBG please?
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:12 pm
by westsidekilla6
I think it's a great map I have no suggestions on how to make it better I love the map though
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:18 pm
by t-o-m
one suggestion, or fault, is that it is not very clear what boarders helipad A.
eg. Bus-Schuppan > Helipad A.
but its not a major problem - just making you aware if youre not alreadu

Re: Das Schloß [Quenched] - V25 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:41 pm
by pamoa
it seems you didn't saw it as I posted it a few seconds before update v26
pamoa wrote:Excellent map, linear gameplay 1vs1.
V25 seems much more equilibrated. Very good the troops in the castle!
Suggestion:
remove helipad A so cable car became useful and also bus navette. It will make the game last much more but will give space for some come back. And there will be only one type of connections between the 3 main area of the game.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:43 pm
by suggs
An awful map.
I would suggest scrapping it, and starting from scratch.
Or at least put some colour in it!
But the game play is dreadful.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 2:58 pm
by cairnswk
westsidekilla6 wrote:I think it's a great map I have no suggestions on how to make it better I love the map though
thanks westsidekilla6. appreciate you dropping by.
t-o-m wrote:one suggestion, or fault, is that it is not very clear what boarders helipad A.
eg. Bus-Schuppan > Helipad A.
but its not a major problem - just making you aware if youre not alreadu

yes t-o-m....some of the borders have been mentioned. thanks for comments though.
pamoa wrote:it seems you didn't saw it as I posted it a few seconds before update v26
pamoa wrote:Excellent map, linear gameplay 1vs1.
V25 seems much more equilibrated. Very good the troops in the castle!
Suggestion:
remove helipad A so cable car became useful and also bus navette. It will make the game last much more but will give space for some come back. And there will be only one type of connections between the 3 main area of the game.
i did see your post pamoa, but when i saw it at 1:06am in the morning, i decided to "sleep on it" as i needed some more Zzzzeeeeeeees. I assume you mean the bus schuppen (bus shed) by bus navette. this one has to stay for the map to be true to the story line. but the helipad A to the castle has to go. I am also thinking the helipad at the airport to the castle should only be one-way.
suggs wrote:An awful map.
I would suggest scrapping it, and starting from scratch.
Or at least put some colour in it!
But the game play is dreadful.
Sorry that you don't like it suggs, but the storyline is set in winter and i believe i have done that justice.
You know what the answer is to maps that you don't like -> you don't have to play them.
As for the gameplay, that's why this getting a second outing.
thanks for dropping by though.

Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 3:07 pm
by t-o-m
i think suggs has a ting about you...
viewtopic.php?f=8&t=52100&start=0&st=0&sk=t&sd=a&hilit=cairns#p1345352lol
anyway, i think that the gameplay will soon be solved, and i think this is a great map, ide love to have you a game on it sometime.
sorry im no good with gameplay - but if i see a prolem i'll tell you about it
--tom
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 4:34 pm
by Gilligan
Not sure if this has already been said, sorry if it has.
What I think could be improved is more ways of getting around the map. For example, there are only two ways to get to Das Schloss, and one of them has, maybe, 15 neutrals guarding it. Helipads are key, because there's really no other major transport around.
Just my two cents.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 4:49 pm
by AllReadyDead
I personally like the map. I think the 2v2 aspect may be strange (although i havn't played 2v2 on it yet), but 3v3 and 4v4 are fine. I'd say keep the helepads so that way if someone does knock someone else out of an area and take the bonus, they can't just stay there and stock-up while others hace to fight through so many germans to finally break them. (asuming they are close to one of the three pads). Don't change a thing.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 6:34 pm
by traingeek
The key to the map seems to be... get to AA guns first and blow the hell out of the enemy paratroopers. I have ignored the enemy's troops at the other side because having my own paratroopers is 2 per and I get more bonuses than they do. It seems very one-sided to me but I like the concept.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 6:38 pm
by oaktown
my latest thought on the helipads: remove helipad A (the one at the base of the mountain); leave the other two but make them killer neutrals with significant neutrals so they are costly to use. Twelve on each may be a bit high depending on how much you're going to drop the bonuses elsewhere. This would force players to use the path and the gondola to/from the bottom, but keep a circular option via the heliports.
As you mentioned earlier, cairnswk, removing helipad A also gives some room to space out the territories down there a bit, which I think would be helpful.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Sun May 25, 2008 10:55 pm
by solar
I liked the idea, the map was confusing to me i could not attack the armie next to me in some cases and i never could get to the armies in the lower left of the map (the paratroopers). but as i read tonight i dont need to do that..im still in play my last fort was over 50 and i went nuts trying to get the paratroopers...lol i can lafe now....i dont think i would scrap it ....make it easy to read and follow a line of attack...i will play it again as with all new maps you have to learn it
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Mon May 26, 2008 3:12 am
by cairnswk
oaktown wrote:my latest thought on the helipads: remove helipad A (the one at the base of the mountain); leave the other two but make them killer neutrals with significant neutrals so they are costly to use. Twelve on each may be a bit high depending on how much you're going to drop the bonuses elsewhere. This would force players to use the path and the gondola to/from the bottom, but keep a circular option via the heliports.
As you mentioned earlier, cairnswk, removing helipad A also gives some room to space out the territories down there a bit, which I think would be helpful.
oaktown...i'm hearing everyone's requests.
But i am concerned that we will need to remove this map from the start a game screen if there are to be changes made to the graphics -> removal of Helipad A to start.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Mon May 26, 2008 9:50 am
by seamusk
I think the map should be taken down if only because folks might play it and get frustrated (already seen this) and lose interest in a map that when upgraded will be really cool.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Mon May 26, 2008 12:00 pm
by Shatners Bassoon
please hurry it back.....i wanna play it more!
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 1:42 am
by Torter_of_Worlds
Provide an incentive to use the cable cars
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 2:30 am
by sportdaqking
i don't think this game could ever end as no one can attack philby, jones, smith neil etc so this game will never have the chance to take someone out
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 3:28 am
by cairnswk
sportdaqking wrote:i don't think this game could ever end as no one can attack philby, jones, smith neil etc so this game will never have the chance to take someone out
Thanks for you comment sportdaqking, but this is a purely objective map.
Obtain the objective and you win. You definitely can't kill the enemy off entirely.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 6:03 am
by BENJIKAT IS DEAD
Not sure whether you saw my comments that were (once again) quickly lost at the bottom of a previous page.
Essentially I think that unless the bonuses for the airport/town/castle are brought up to something comparable to those of the parachutes, then any discussion about the helipads is irrelevant. i.e. if all you need to do to win is to secure / pin down the parachutes, then the number of neutrals on the helipads merely determines how long it takes to win, not what the outcome might be. What ideas are there for increasing the bonuses elsewhere?
I like the parchute forward territories starting 3 neutral; I also like that all those 24 +2s become +1; and that the guns start with 7,8or9 neutrals.
Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 7:14 am
by cairnswk
BENJIKAT IS DEAD wrote:Not sure whether you saw my comments that were (once again) quickly lost at the bottom of a previous page.
Benjikat...i appreciate you coming by, and rest assured your comments will be considered....i am just no ready to move on them yet....please be patient, and you'll requests will be answered -> yay or nay.

Re: Das Schloß [Quenched] - V26 Seeking Gameplay Input!
Posted: Tue May 27, 2008 9:54 am
by MOBAJOBG
I like BID's recommendation of R1-R8, UC1-UC5 & DC1-DC5 to start with 1 neutral army while parachutes1 and parachutes2 starting with 3 neutral armies.
The removal of Helipad A has made this map interestingly challenging.
It's obvious that the bonuses of Das Dorf and Flughafen needs to be increased while Das SchloB must be boosted as it does not even have "+1 for each 3".