Reserved for Updates, and original posts
1st Page will be the current version, 2nd will be all the updates in order.
Thanks for the help everyone, in advance.
[spoiler=Original Post]
initus wrote:Hello everyone,
Skillfusniper33 and I are working on a map (our first) and would like some feedback and whether you think its viable or not for CC.
Current Draft:
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A-Volatile-Earth-The-Hadean-Eon.png[/bigimg]
Setting:
What you are looking at is a sectional of the Earth circa four billion years ago. Those red arrows are supposed to be magma currents.
Gameplay:
•Everyone starts with one meteor and a randomized assortment of territories within the magma currents.
•All of the territories that are on the crust are neutrals, including the volcanoes. The region circles that are red are also neutral (probably high neutrals), as is the core.
•Magma currents attack only in the direction of their arrows.
•Get from current to current from the territories that border two.
•The territories in the magma current that circles the core can attack the core, and the core can attack them.
•The core can one-way attack any “stagnant magma” (denoted by red region circles).
•These stagnant magma pools can attack any territories that touches the “blank space” that they occupy (except for any territories that border more than one current).
•Territories that border stagnant magma can attack them (except for any territories that border more than one current).
•The crust can be reached from the mantel through volcanoes, and the mantle can be reached from the crust through territories that border oceans of lava (shown with pale red arrows).
•Volcanoes one way attack bordering crust territories and nearby meteors.
•Crustal territories attack each other on their side of the volcano.
•Bonuses will probably be acquired by holding an entire magma current, with possible auto-deploys on meteors, stagnant magma, volcanoes, and the core.
•Meteors one way attack to nearby crust territories.
•Bonus: Holding a certain number of regions inside each set of circles is worth a bonus (excluding the stagnant magma).
•There are NO territory bonuses, so max deploy without a bonus is three.
Notes:
•The bonuses are just placeholders right now, how you acquire them and their bonus strength is subject to change.
•There technically wasn’t an atmosphere at this time, so the meteors shouldn’t be flaming, but it looks better with burning up meteors.
•Some of the currents move in contrasting directions, though setting aside the laws of physics might be necessary for more interesting gameplay.
•111 territories (35 neutrals, 76 player start).
•Thinking about naming each current after some variant of fire, lava, etc in various languages.
•Territory names on the map will most likely be designated by a letter and a number, with the bonus name and amount will be on the inside of the currents (if it ends up that holding a current gives a bonus).
•There won’t be much room for text, so a lot of the one-way attacks and other stuff will have to be done through arrows.
•Possibility: Having each transition territory (the ones that border more than one current) start neutral, would create more of a compartmental gameplay and reduce the starting player advantage.
These graphics are obviously just for comprehension and a draft, something that actually looks like magma and many other graphical improvements would be forthcoming if this moves on.
Thanks!
[/spoiler]
[spoiler=15-7-10][bigimg]http://i922.photobucket.com/albums/ad64/initus/A-Volatile-Earth.png[/bigimg]
Some of the text reads a little differently and played around with bonus amounts. Five more territories were added so that the number of player start territories is divisible by 8. Bonuses for the currents were also added, with a rough amount for their bonus. The transitional territories were made to start a low neutral. Every territory was was color coded (gray and red for neutral, orange for player). Some graphical changes, like the big mass of the core was removed, mostly because I was looking at some real Earth sectionals and it is usually split up into the core, outer core, and mantel. The subtitle of the map was also removed to streamline the name and a rough estimate of the time frame was added instead so that people could more easily understand where this was taking place.
Under Consideration:1) The transitional territories being neutral. We put them like that because it would reduce the first player start advantage and possibly increase game play options in a fog of war setting.
2) Territory names on the map will most likely be designated by a letter and a number.
3) Strength of every bonus.
4) Size of neutral troops.[/spoiler]
[spoiler=27-7-2010]
Current Draft:[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft.png[/bigimg]
• The gray and red territories start as neutral, while the orange territories start as a player.
• Everyone starts with one meteor and a randomized assortment of territories within the magma currents.
•The neutral territories that are in the currents and on the crust are going to be low, probably a 1 or 2, while the volcanoes, core, and stagnant magma are probably going to be higher.
• Get from magma current to current by using the "transitional territories" (territories that border two currents).
• The territories in the Core Tide (magma current that circles the core) can attack the core, and the core can attack them.
• The core can one-way attack any “stagnant magma” (denoted by red region circles).
• These stagnant magma pools border any territories that touches the magma space that they occupy (except for transitional territories).
• Crustal territories border each other on their side of the volcano.
• Bonus: Holding a certain number of regions inside each set of circles is worth a bonus (excluding the stagnant magma).
• There are NO territory bonuses, so max deploy without a bonus is three.
• Arrows on the map show that: Magma currents attack only in the direction of their arrows. Meteors one way attack to nearby crust territories. The crust can be reached from the mantel through volcanoes, and the mantle can be reached from the crust through territories that border oceans of lava (shown with pale red arrows). Volcanoes one way attack bordering crust territories and nearby meteors.
Notes:• There technically wasn’t an atmosphere at this time, so the meteors shouldn’t be flaming, but it looks better with burning up meteors.
• Some of the currents move in contrasting directions, though setting aside the laws of physics might be necessary for more interesting gameplay.
• 116 territories (60 neutrals, 56 player start).
• There won’t be much room for text, so a lot of the one-way attacks and other stuff will have to be done through arrows.
• The names of bonuses were various words relating to "fire" translated into 17 different languages, we can post these if requested.
•
Nothing graphical is final.
Under Consideration:1) The transitional territories being neutral. We put them like that because it would reduce the first player start advantage and possibly increase game play options in a fog of war setting.
2) Territory names on the map will most likely be designated by a letter and a number.
3) Strength of every bonus.
4) Size of neutral troops.
5) Keep stagnant magma? They do provide an interesting aspect with the gameplay, but do they make the map seem a little too cluttered.
6) The locations and attacks for the meteors
7) The layered bonuses, should this be restructured/reworked?
8) The Goryashchii Eddy bonus starts completely neutral, should there be a rearrangement so that there are player start locations in that bonus?
These graphics are obviously just for comprehension and a draft, something that actually looks like magma and many other graphical improvements would be forthcoming if this moves on.[/spoiler]
[spoiler=6-8-10]Map Updated 6/8/10
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft-1.png[/bigimg]
Several changes this time around.
1) Stagnant Magma was removed, but the functionality remains in the game. Instead of the Core attacking stagnant magma, it instead bombards exactly one transition territory from each current. These territories are shown at the moment by a dark red circle, and have an auto deploy. The reasoning behind this is that it cuts down the number of borders for each current while still keeping the Core gameplay. We also increased the starting neutral amounts on these territories to make them slightly harder to go for, as people will most likely try to get them first and then move onto the current region bonuses.
2) The way the Core fits into the game is also a little different, as only half of the Qalba Tide territories now one way attack the core, so the number of troops advanced into the Core must be strategic as they can't get back out.
3) Volcano starting neutrals were slightly increased.
4) Since the stagnant magma was removed from play, bonus amounts needed to be played around with and changed.
5) The layer bonus has also been changed. The territory bonus is back in the game (people gain +1 troops for every 3 territories held over 9) and the layer bonus is now a supplemental. This should reduce unfair drops and make the layer bonus less important. Note: The number of territories held and the bonus for that number in each layer has not been thought out, and only placeholders are there for the moment.
Things still under consideration:
1) Volcanoes auto-deploying
2) Layer bonuses (will still need extensive work)
3) The numbers for the bonuses for holding a current.
4) Neutral troop sizes.
5) Increased neutral sizes for crust territories attacked by meteors and/or lava ocean bordering territories on the crust?
If people could comment on these subjects and any of the changes that they disagree with and/or don't understand.[/spoiler]
[spoiler=8-17-10]Updated 8/17/10
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft-2.png[/bigimg]
Changes:
1) The bonus structure for the layers has been restructured to reduce the chance of dropping it.
2) One more territory was added to the player drop territories (57) to reduce the advantage of the player who starts first.
3) Text was added to the bottom left to explain how crust territories attack.
4) Some territory names were added so people could see how we plan to name the territories.
5) The magma current "Vuur" had to be removed because it collided with "volcano" for territory names, was replaced with "Ugnis" (Lithuanian).
6) The starting amount of neutrals on red circle territories was increased from 3 to 4.
Notes:
1) There is a 1.89% chance that in a three player game that someone will drop the mantle layer bonus of +1, does this seem like a low enough percentage?
2) How do the bonus amounts look for the layer bonuses?[/spoiler]
[spoiler=9-12-10]
initus wrote:9/12/10 Update
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/Version6.png[/bigimg]
Quite a few things changed this version, though still yet to start the graphics revamp.
First off, the core. It's mechanic has been changed a little, it is harder to get to the core (through a few more neutrals and one resetting neutral), but the core auto deploy has been increased to 5. The core can also attack volcanoes, allowing the core to have a very large reach across the map and is more of a counter against meteor troop stacking. The core retains the functionality to bombard and break every single magma current bonus (bombards red circle territories).
The removal of the magma current around the core required another magma current to added, so some magma currents were moved around for this to happen. A few more neutrals were added for transition territories that border more than one bonus so the number of territories per layer has been increased by 1 for both of the magma layers. Also fixed the crust count.
The bonus structure has been completely revisited, as I used Windowmaker's bonus calculator to see how much each region should give, but then decreased each number by (usually) one to compensate for the autodeploy that is found in each bonus. Volcanoes and the territories that directly attack the core are now a resetting neutral of 10, to make the meteors a little more safe and the core a little harder to reach.
Questions:
Do people think that the core is worth going for if it only bombards one territory out of every bonus and can attack volcanoes? If it isn't, is the bombardment of all of the magma territories too powerful?
Also, does the resetting of the volcanoes and Z2, Z4, and Z6 sound like it fits into the overall map gameplay and design?
Lastly, how do the bonuses for the magma currents look, are there any that should be increased/decreased?
[/spoiler]
[spoiler=9-25-2010]
initus wrote:New Update: Version 8, 9/25/10
[bigimg]http://i922.photobucket.com/albums/ad64/initus/A%20Volatile%20Earth/A-Volatile-Earth-Draft-3.png[/bigimg]
Two things happened in this draft, the core neutral troop counts have been significantly reduced from 5, 10, 25 to 4, 4, 10. This change was to encourage people a little more to go through the neutrals to take the core. Also, I put in the rest of the territory names. Haven't started redoing the graphics yet but I'll get to that eventually ;). A thing to note about the territory names, they will most likely be on the currents themselves in the graphics revamp, as that will declutter the map a little more but still keep territory names directly next to the territory.
Is the auto deploy looking too big now that the neutrals have been reduced, or is it looking good?
[/spoiler]