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Das Schloß [QUENCHED #2]

PostPosted: Wed Dec 05, 2007 9:46 pm
by cairnswk
DAS SCHLOß

THE ONLY MAP TO BE QUENCHED TWICE

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NEW CURRENT
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Click image to enlarge.
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Small map with neutral starts
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QUENCHED MAP BUT HAS INADEQUATE GAMEPLAY
http://i155.photobucket.com/albums/s282 ... s_v24S.jpg

ORIGINAL CONCEPT
Map - Clicky Here

Why?
Andy asked for some more objective games.
Gazala will be developed as a concept game (if it continues and there is enough interest)....and so will this, even more so

No of territories(Revised Gameplay)

Total - 129 Terts
* Starters - 32 (8 Starting postiions, 8 Dorf, 8 Schloß, 8 Flughafen)
* Checkpoint - 1 neutral
* Town - 24 (14 neutral)
* Cablecars - 6 neutral
* Castle - 20 (12 neutral)
* Roads - 26 neutral
* Airport - 20 (12 neutrals)

Number of terts in play at start - 32

Gameplay
This is an objective game.
Everyone gets a chance to start at the starting position.
The starting positions create continuing bonuses.

Also everyone can decide to play the enemy Germans in either the town, or at the airport, since the whole area is heavily fortified with Germans.
In the town, and the airport, you will have to fight each other for control of those territories.

1. From your starting position, up to an 8 player game, you must conquer two neutral terts on your way to the Checkpoint. These will bring bonuses to strengthen your attack.

2. From there, you must conquer some neutral terts in the town and there is a group of germans there to fight you off.
This also brings bonuses.

3. Then you have to ascend to the castle via the 3 Up Cars which bring no bonuses, but there is also a road to use which does have bonus.

4. At the castle, you must conquer the neutral holders of those terts and gain control of the Funkraum (Radio Room), and Munitionsraum (Ammunition Room). Bonuses are attached here.
If you kill all the enemy in the castle, more bonuses.

5. then make your way back down via the down cars, to the town and take the road to the airport to capture the waiting aircraft on the airfield.
This will have to be fought over.

6. So as to not allow the Germans at the airport to capture the aircraft and win the game, the airport crew will also be required to battle their way to town and up to the castle to gain control of the Munitionsraum.

7. Objective...first player to hold the Munitionsraum, Funkraum, and Kom. Wilhelm und Escape-Flugzeuge wins.

PostPosted: Wed Dec 05, 2007 9:54 pm
by duday53
Iinteresting gameplay.

PostPosted: Wed Dec 05, 2007 10:05 pm
by RjBeals
So the players all drop on the lower left "airdrop" area. The rest of the circles are neutral? Then we all fight each other up the Car route, through the castle, down the car route, up the road to the airfield, and finally win the airfield to win the game? Is that right?

PostPosted: Wed Dec 05, 2007 10:36 pm
by kagetora
doesnt that take away from the conquer the world aspect of the game?

PostPosted: Wed Dec 05, 2007 10:43 pm
by cairnswk
RjBeals wrote:So the players all drop on the lower left "airdrop" area. The rest of the circles are neutral? Then we all fight each other up the Car route, through the castle, down the car route, up the road to the airfield, and finally win the airfield to win the game? Is that right?


RjBeals...i have coloured the armies in the map above to show which ones start neutral.

Basically you are correct except for the couple of pockets of germans in town and at the airport.

PostPosted: Wed Dec 05, 2007 10:46 pm
by cairnswk
kagetora wrote:doesnt that take away from the conquer the world aspect of the game?


Kagetora...thanks for dropping in for comment.... :)

Yes it is does take away that aspect...but then i don't think that CC is going to remain a totally 100% dedicated to Classic style of gameplay site.
and there will be some who will not like this....but conquer means to take over....it doens't just mean that there should be one type of end to the gameplay.

PostPosted: Thu Dec 06, 2007 12:25 am
by kagetora
ok. i personally don't care for the idea, but im not stopping you

PostPosted: Thu Dec 06, 2007 1:34 am
by Night Strike
Right now I'm against it, but with some work that opinion might change.

PostPosted: Thu Dec 06, 2007 2:00 am
by cairnswk
Night Strike wrote:Right now I'm against it, but with some work that opinion might change.


Apart from the graphics, what work do you want to see Night Strike?

PostPosted: Thu Dec 06, 2007 10:08 am
by Vace Cooper
does 1 player get to be the germans and the other the allies?

PostPosted: Thu Dec 06, 2007 10:15 am
by Sven Hassel
what does the idea represent? i mean whats the story behind it?

PostPosted: Thu Dec 06, 2007 10:54 am
by yeti_c
I love it.

C.

PostPosted: Thu Dec 06, 2007 11:16 am
by Night Strike
cairnswk wrote:
Night Strike wrote:Right now I'm against it, but with some work that opinion might change.


Apart from the graphics, what work do you want to see Night Strike?


It just appears that there would be no point to getting the final objective. It seems much easier to kill off the opponents.

PostPosted: Thu Dec 06, 2007 11:18 am
by benjikat
Another interesting idea from cairnswk!


I'm a little confused about the objective though - which territories would need to be held to win? - obviously not just the airport because someone could start with that....

PostPosted: Thu Dec 06, 2007 11:41 am
by whitestazn88
would players only have starting positions at the airdrop? or on any of those white spaces?

PostPosted: Thu Dec 06, 2007 1:49 pm
by amazzony
I'm probably not seeing the big picture but it seems that there's too much to do with dice luck and a lot less with strategy. But as I said, I'm not good at seeing the big pic :)
But I like the idea, it's definitely something new and interesting. Even though I'm a huge fan of the less gimmick maps and I will always love the Classic map then I'm always waiting new and interesting maps to come out and give more and more diversity. And this map would definitely be worth waiting for.

PostPosted: Thu Dec 06, 2007 3:20 pm
by cairnswk
Vace Cooper wrote:does 1 player get to be the germans and the other the allies?


Vace....basically all players get an opportunity to have a start, but some will be able to play the germans also in the town and in the castle.

Unfortunately, i am still well in development of this idea.

PostPosted: Thu Dec 06, 2007 3:23 pm
by cairnswk
Sven Hassel wrote:what does the idea represent? i mean whats the story behind it?


Sven....i don't want to type the text...but the a.k.a. part of the title (which will be reomved after a while) should tell the story....if you haven't seen the movie get it out on DVD....its very good. the title will also change later

PostPosted: Thu Dec 06, 2007 3:24 pm
by cairnswk
yeti_c wrote:I love it.

C.
Thanks yeti_C.
I will ask for good input from you on this one...there is a lot of balancing to be done if this concpet is to succeed.

PostPosted: Thu Dec 06, 2007 3:26 pm
by cairnswk
Night Strike wrote:
cairnswk wrote:
Night Strike wrote:Right now I'm against it, but with some work that opinion might change.


Apart from the graphics, what work do you want to see Night Strike?


It just appears that there would be no point to getting the final objective. It seems much easier to kill off the opponents.


fair comment Night Strike....idea is still in development...so do keep watch....could change drastically as we go along.

PostPosted: Thu Dec 06, 2007 3:26 pm
by bryguy
I like the idea



B. (decided to end my posts with that now :) )

PostPosted: Thu Dec 06, 2007 3:28 pm
by cairnswk
benjikat wrote:Another interesting idea from cairnswk!


I'm a little confused about the objective though - which territories would need to be held to win? - obviously not just the airport because someone could start with that....


Yes benjikat....this is not my idea, but an idea from a famous movie....a.k.a. in the title....i just wanted to see if it could be adapted for play.....

the airport is just the start objective...i am beginning to think there will be multi terts for final objective....however.

PostPosted: Thu Dec 06, 2007 3:29 pm
by yeti_c
cairnswk wrote:
yeti_c wrote:I love it.

C.
Thanks yeti_C.
I will ask for good input from you on this one...there is a lot of balancing to be done if this concpet is to succeed.


Definitely...

Love the initial plan... I'll be watching (as ever)

C.

PostPosted: Thu Dec 06, 2007 3:30 pm
by cairnswk
whitestazn88 wrote:would players only have starting positions at the airdrop? or on any of those white spaces?


on any of the white spaces.....whitestazn88...but these are not set in stone yet...

PostPosted: Thu Dec 06, 2007 3:32 pm
by cairnswk
amazzony wrote:I'm probably not seeing the big picture but it seems that there's too much to do with dice luck and a lot less with strategy. But as I said, I'm not good at seeing the big pic :)
But I like the idea, it's definitely something new and interesting. Even though I'm a huge fan of the less gimmick maps and I will always love the Classic map then I'm always waiting new and interesting maps to come out and give more and more diversity. And this map would definitely be worth waiting for.


Amazzony....this will have no gimmicks in it, but i am hoping to develop something of a good strategy attack and conquer with enough variables to allow each game to be different, but to have a final set of objectives.