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Re: conquer crater map final before moving to draft
Posted: Sat May 30, 2009 3:02 pm
by sinctheassasin
our artist, wcaclimbing has quit the job do to his busy schedule, the artist place is up for grabs...
Re: conquer crater (Artist Wanted!!!)
Posted: Sat May 30, 2009 3:12 pm
by wcaclimbing
Sorry about leaving...
Its not really that I have a busy schedule, I've just lost most of my interest in mapmaking....
I hope you can find another artist! Send me a PM if you find your new person and want the PSD I used for the crater.
Re: conquer crater (moving to draft room)
Posted: Sun May 31, 2009 11:24 am
by sinctheassasin
I now have access to photoshop cs3, and i have taken the roll of artist.
this is the latest draft i have made (along with textures from wcaclimbing)
[bigimg]http://i559.photobucket.com/albums/ss36/sinctheassassin/craterdraft2.jpg[/bigimg]
Re: conquer crater (moving to draft room)
Posted: Sun May 31, 2009 12:04 pm
by sailorseal
I would like to see more special territs and maybe starting positions
Great idea!
Re: conquer crater (moving to draft room)
Posted: Sun May 31, 2009 12:52 pm
by MrBenn
[moved]
Re: conquer crater V1
Posted: Sun May 31, 2009 6:13 pm
by sinctheassasin
thank you mr. benn!!!
I think the most reasonable starting positions for everybody would be 2 each on the outer ring right? i suppose in an 8 player game, we could do three each...
as for more special spaces, to incorporate the idea of more winning objectives, we could incorperate deposits of copper, silver, and gold!
for example
we could spread out a few "deposits"
and if you hold them all, you win!
we could have 7 of each metal,
perhaps, to make this goal a little less interesting, we could make it so that some territories far out (or perhaps, all other territories) would be able to bombard these deposits.
tell me what you think

Re: conquer crater V1
Posted: Mon Jun 01, 2009 5:53 pm
by sinctheassasin
I have been spending a lot of time in live chat, advertising
I have heard from my friend jammyjames what ive been hearing from a lot of people:
the center needs more power, and the bombardment needs to be limited to the outer ring only
also the idea that there need to be more winning conditions.
i suggest we remove the grey spaces, and replace those with gold spaces,
these deposits would win the game if you hold all of them.
this will be the next update, I should have it done in a couple of days.
Re: conquer crater V1
Posted: Mon Jun 01, 2009 5:54 pm
by sailorseal
sinctheassasin wrote:I have been spending a lot of time in live chat, advertising
I have heard from my friend jammyjames what ive been hearing from a lot of people:
the center needs more power, and the bombardment needs to be limited to the outer ring only
also the idea that there need to be more winning conditions.
i suggest we remove the grey spaces, and replace those with gold spaces,
these deposits would win the game if you hold all of them.
I agree with all that, do it!

Re: conquer crater V2! updated 6-1
Posted: Mon Jun 01, 2009 6:31 pm
by sinctheassasin
ok, here it is ! I simply changed from grey to gold.
[bigimg]http://i559.photobucket.com/albums/ss36/sinctheassassin/craterdraft3copy.jpg[/bigimg]
Re: conquer crater V2
Posted: Mon Jun 01, 2009 7:15 pm
by Kid_A
sweet map. i would definitely play this!
Re: conquer crater V2
Posted: Mon Jun 01, 2009 7:16 pm
by sinctheassasin
thanks for the support
Re: conquer crater V2 *new poll*
Posted: Wed Jun 03, 2009 2:08 pm
by InsomniaRed
The graphics need work (lots!) and I am kind of getting tired of maps with letter-number territories (A5, M2, etc) it just makes it unfamiliar and uninteresting. Why not divulge into some names? Make it special? That being said, I also don't think the dots are really working either. At least make them a bit bigger, they are tiny!! With some more work, this could turn into an interesting draft. You should probably have more neutrals around the game winning territory, because right now it seems almost too easy to win, with great dice. You're directions are a bit thin. I hope you keep working on this, I could see it eventually becoming a good draft with some hard work!
Re: conquer crater V2 *new poll*
Posted: Wed Jun 03, 2009 2:20 pm
by Hopscotcher
InsomniaRed wrote:The graphics need work (lots!) and I am kind of getting tired of maps with letter-number territories (A5, M2, etc) it just makes it unfamiliar and uninteresting. Why not divulge into some names? Make it special? That being said, I also don't think the dots are really working either. At least make them a bit bigger, they are tiny!! With some more work, this could turn into an interesting draft. You should probably have more neutrals around the game winning territory, because right now it seems almost too easy to win, with great dice. You're directions are a bit thin. I hope you keep working on this, I could see it eventually becoming a good draft with some hard work!
I have to agree! I think the colored diamonds could be land rovers or other space age looking things. They could look like cities around the center or anything really....
Also: how do you control the center? I see that you can bombard, but all that does is change it to neutral. Are the blue -2s connected?
Other note: the big yellow diamonds are too easily confused with the little yellow diamonds.
Another note: I'm assuming everyone starts on the outer ring? Why even bother going for the Conquorium? My money on this map is for the center to be utterly and completely ignored in 96% of the games. And just got to say.... The Conquorium to win the game.... OK... its a big looking diamond. VISUALLY.... why do I want this?
Re: conquer crater V2 *new poll*
Posted: Wed Jun 03, 2009 2:30 pm
by sinctheassasin
perhaps we could incorperate scientific names (or sientific- sounding names

)
so far, i have:
(for the reds)
alpha 1 , alpha 2 and so on....
for the blues
beta 1 , beta 2 and so on...
for the yellows
gamma 1 , gamma 2 and so on...
for the purple
zeta 1, zeta 2 and so on...
for the centerr:
conqueronium (it took me ages to come up with this name)
for the gold:
sona 1, sona 2 ( I used sona, the hindi word for gold, just because it sounded pretty good, and it is not just the word "gold")
for the regulars:
Millitary zone 1, millitary zone 2 ( may be abreveated,[MZ1] i chose this because there wasnt any landscape that was in the png file i got with specific geographic borders.)
in the next draft, i will try to incorperate this, as well as adding mroe directions.
btw, hopscotch, what do you suggest we do about your idea that nobody will care about the center? i have nothing

Re: conquer crater V2 *new poll*
Posted: Thu Jun 04, 2009 10:40 am
by nikola_milicki
InsomniaRed wrote:The graphics need work (lots!) and I am kind of getting tired of maps with letter-number territories (A5, M2, etc) it just makes it unfamiliar and uninteresting. Why not divulge into some names? Make it special? That being said, I also don't think the dots are really working either. At least make them a bit bigger, they are tiny!! With some more work, this could turn into an interesting draft. You should probably have more neutrals around the game winning territory, because right now it seems almost too easy to win, with great dice. You're directions are a bit thin. I hope you keep working on this, I could see it eventually becoming a good draft with some hard work!
women! we never do anything right

gab gab gab.......

Re: conquer crater V2
Posted: Thu Jun 04, 2009 2:49 pm
by sinctheassasin
ok ok, lets keep the sexism to a minimum
we still need a good artist who can do what she stated, since she is part of the community, and therefore, her support is required to move into final forge...
post what you think!

Re: conquer crater V2
Posted: Thu Jun 04, 2009 2:52 pm
by izacque
start the center off nuetral
Re: conquer crater V2
Posted: Thu Jun 04, 2009 2:57 pm
by sinctheassasin
sorry, i should have thought about putting that in the first post, but good point!
it has been decided that thirty neutrals will be placed in the center. i have edited the first post to include this
Re: conquer crater V2
Posted: Thu Jun 04, 2009 3:23 pm
by sinctheassasin
We have a new artist!!!!!!!!!!
Izacque has taken the role of artist, he is now reviewing the criteriea, and will speak shortly!
thanks to everyone for their continued support!

Re: conquer crater V2
Posted: Thu Jun 04, 2009 3:34 pm
by izacque
lol. hey guys I'm the artist and have been asked to speak. I use paint.net. If anybody knows of any better programs that are $5 or less that are better than paint.net, please tell me. thanks
Re: conquer crater V3
Posted: Sat Jun 06, 2009 8:07 pm
by sinctheassasin
V3 it out!!!! Thanks Izacque!!!!
[bigimg]http://i412.photobucket.com/albums/pp204/izacque/ccmap2.png[/bigimg]
Re: conquer crater V3
Posted: Sat Jun 06, 2009 8:11 pm
by sailorseal
I would like to see a second and possibly third resource (like gold)
also maybe a touch up on the graphics

Re: conquer crater V3
Posted: Sat Jun 06, 2009 9:58 pm
by jiminski
this has really come on remarkably in the past few days: graphically, thematically and in potential gameplay. (gameplayically

)
ps. just throwing in a little idea without too much thought .... maybe the
centre could be a mine-shaft in the crater (rather than the conquorium) which is connected to key resources throughout the crater web (so it can bombard bonus') could be a good outlet for swanky graphics and a little alternative gameplay. It would also give a second strategic focus and hope to players with few resources.
Re: conquer crater V3
Posted: Sun Jun 07, 2009 8:51 am
by sinctheassasin
wait, are you saying the center can bombard some territs, or that some territs could bombard the center

Re: conquer crater V3
Posted: Sun Jun 07, 2009 8:23 pm
by Fredstick
I think this looks kool but you should have like 20 neutrals in the center to start to not make it too easy