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Mystic Duel

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Mystic Duel

Postby Super Nova on Thu Sep 23, 2010 10:47 am

The map would be in the shape of an octagon, with each corner of the octagon the back of a region. These regions would be symmetrical. At each corner of the octagon, there is a mystic rune, which if possessed, bestows a mystic power upon the player, to aid them in there quest for dominion. The runes, with the exception of the central ones, are killer neutral 5's. The center runes are neutral 2's. In between each region, there is a line of killer neutrals, but they only re-set to 1 troop.

Powers:

Rune of Health. All territories possessed by that player get a +2 auto-deploy.
Rune of Protection: The killer neutrals in between the regions increase to 20 per terit. This lasts until the caster of the spell has taken two more turns. (If they deadbeat, it still counts.)
Rune of Destruction: Auto decay 9999 on one territ of the caster's choice.
Rune of Disease: One region of the caster's choice gains a -3 auto decay. This lasts until the caster has had two more turns. (deadbeat turns count)
Rune of Flooding: All terits not owned by the caster lose 1 troop.
Rune of Binding: One player of the caster's choice loses the ability to attack for one round. (This spell can only be used once every two rounds)
Rune of Mystic Darkness: All terits surrounding all Mystic Runes are reduced to one neutral.
Rune of Undead: One territory of the caster's choice becomes neutral. The territory keeps it's troop count. It attacks and tries to get to the undead rune. If the zombies are reduced to one, they quit their attacks, even if another rune grants them more troops.

In the center of the board, would be 4 runes of sight. These runes would allow you to see all the other 8 outer runes in a fog game, ad in sun, would provide a bonus to anyone who owns one. (This central rune is constantly being fed power, and gets a +1 auto deploy on each of its 4 territs.)

If you have any ideas for improvements on the powers, or even new ones entirely, please post them.

There would be many strategies for winning on this map: Perhaps you want a surplus of troops to allow you to take the board, Maybe with the rune of destruction, you can blow a hole in your enemy's defense, You can ruin your opponents plans with the rune of Mystic Darkness, Or with the rune of Protection, you make attack from other regions extremely difficult. Please note, that with the exception of the rune of sight and the rune of Health, you must sacrifice 5 troops in order to use the rune's power.

Regions: Each region would have 9 territs, arranged so that there are three touching the rune, then moving towards the center; there would be another 3, then two, then one, which would connect to one of the 4 Sight rune territs. 2 regions would connect to each territ of the sight rune. There would be 3 killer neutral territs between each region, connecting to a territ on the region on either side of it. The territs bordering the outer runes would not be connected.

I know there are already a few maps shaped more or less like this, but with some good artwork I think it would still work, since the style of play is so different. If necessary, The Rune of Protection and the killer neutral borders could be removed, and that would allow for some more creativity with the shape of each region.

Unfortunately, I don't have any art software, and am therefore unable to make this map. However, for anyone who does take interest in this map, have at it! I think it would be a lot of fun.
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Re: Mystic Duel

Postby Evil DIMwit on Thu Sep 23, 2010 11:37 am

This is the XML tutorial:
viewtopic.php?f=466&t=23382
It's a virtually exhaustive guide of everything that can technically be done with gameplay. Updates to the game engine to give mapmakers more capability do happen, but they're few and very far between. It's sad, but the vast majority of gameplay elements you've proposed simply cannot be implemented under the Conquer Club engine, and probably will not ever. It's not even the case that holding a killer neutral territory can give you bonus from that territory for one turn -- killer neutrals are calculated before bonuses.

This is a very ambitious project but I'm afraid it simply cannot be done in Conquer Club.
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Re: Mystic Duel

Postby Super Nova on Thu Sep 23, 2010 12:02 pm

Darn! I was kind of afraid something like this would come up. Well, the runes don't have to be killer neutrals, and the sacrifice to use them was an after thought anyway. As for the rest of the play elements... I still think this idea is possible, just some of the runes powers would be different. Do you have any ideas for what they could be?
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Re: Mystic Duel

Postby Evil DIMwit on Thu Sep 23, 2010 1:07 pm

Not sure.
At any rate, this map reminds me a whole lot of Monsters!, so you'd either have to make it very distinct in gameplay, or go for another theme.
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Re: Mystic Duel

Postby Super Nova on Sat Sep 25, 2010 2:36 pm

Evil DIMwit wrote:Not sure.
At any rate, this map reminds me a whole lot of Monsters!, so you'd either have to make it very distinct in gameplay, or go for another theme.


Actually, monsters was part of the inspiration for this map, although I think the game play will be very distinct from any other map.
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