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L'Inferno. v1.2 (POLL! Please vote)

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Poll ended at Fri Aug 13, 2010 4:13 pm

 
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Re: L'Inferno. v1.1 (POLL! Please vote)

Postby kamahl on Mon Aug 16, 2010 8:16 am

ender516 wrote:Oh, man, if you ever want to see this map done, pick another name for circle 8 than Mohammed.

Circle Eight is "Fraudulent"

Personally, I don't mind if it ends up being "Fraudulent 3", and the like. as long as it's playable, the names don't really matter. (I'm relying on BOB just to be able to play Stalingrad with any kind of speed, as I'd spend 30 seconds working out where the territory in the dropdown is on the map, what the name of the territory I want is, and the like)
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Re: L'Inferno. v1.1 (POLL! Please vote)

Postby carlpgoodrich on Mon Aug 16, 2010 8:29 am

Ya, don't worry about offensive names. There will of course be famous historical people in some of the Circles, but if anyone is offended by anything I will remove it. I am currently having some trouble with a few of the Circles finding names (e.g. in some the people have lost their identity, etc.). There will be a few options we can discuss... I will go over that in the next update (coming soon).
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Re: L'Inferno. v1.1 (POLL! Please vote)

Postby Industrial Helix on Mon Aug 16, 2010 8:54 am

Which circles are you having trouble finding names for?
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: viewtopic.php?f=241&t=116575
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Re: L'Inferno. v1.1 (POLL! Please vote)

Postby carlpgoodrich on Mon Aug 16, 2010 10:39 am

Ok, here is an updated version. Please remember that all the graphics will be completely redone. The main difference in this version is the added territory names. The Circles I am having trouble coming up with names are Circle's 1, 3 and 4, as well as the starting positions (which I will probably make other poets of the time). The other names are definitely not set it stone, so if anyone has any suggestions I am all ears.

Click image to enlarge.
image


One dilemma I am having is that the lower circles are much more interesting (specifically Circles 7-9), but they are also much smaller both in my map and in any classical depiction of hell. For example, Circle 8 is composed of 10 "Bolgia" and Circle 9 has some very famous/important people. I don't think I will change anything... just wanted to mention my frustration.
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby Industrial Helix on Mon Aug 16, 2010 11:27 am

My advice is to lose a lot of that legend and vastly simplify the gameplay. Make each circle a traditional bonus, ie +5 for Circle 1, Plus 2 for Circle 6, ect. Then use the space to widen the cyclone thing.

Also, arrows could help.

As for the names, you might have to get creative. Plato, for example, isn't listed but would easily fit in the Unbaptised section, as would other past emperors, such as Ramses (Egypt) or Marcus Arelius (Rome), Tacitus (Roman writer).

I might be interested in doing some graphical work for this map, as the more I think about it the more ideas I have. Get the gameplay squared away first though.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby carlpgoodrich on Mon Aug 16, 2010 1:09 pm

Industrial Helix wrote:My advice is to lose a lot of that legend and vastly simplify the gameplay. Make each circle a traditional bonus, ie +5 for Circle 1, Plus 2 for Circle 6, ect. Then use the space to widen the cyclone thing.

Hummm... I'm not sure it would be possible to hold the bonus for the first couple Circles because of the auto-deploy on the starting positions, but I think it could work for the later Circles. I do like having significantly higher bonuses for the later levels because I want to draw the gameplay downward and not just have people stay at the top.
What about something like this:

Circle 1: +1 for every 2.
Circle 2: +2 for every 2.
Circle 3; +3 for every 3.
Circle 4: +1 for all.
Circle 5: +2 for all.
Circle 6: +3 for all.
Circle 7: +4 for all.
Circle 8: +5 for all.
Circle 9: +6 for all.

Also, arrows could help.

Definitely. I wasn't sure if showing every connection with arrows would be too cluttered. I was actually hoping to get rid of the ball and stick look eventually, but I don't know if that's practical now.

As for the names, you might have to get creative. Plato, for example, isn't listed but would easily fit in the Unbaptised section, as would other past emperors, such as Ramses (Egypt) or Marcus Arelius (Rome), Tacitus (Roman writer).

Good idea, I was thinking sort of along these lines too.

I might be interested in doing some graphical work for this map, as the more I think about it the more ideas I have. Get the gameplay squared away first though.

Awesome! :) As you can tell my graphical ability is moderate to say the least, and this map deserves a professional like yourself.

As you alluded to above, the gameplay is somewhat dependent on the graphics in terms of freeing up space. Do you think it would be possible to free up enough space for much larger Circles 8 and 9? Ideally I would like 5 territs in circle 8 (1 for every two Bolgia), 4 territs in circle 9 (there are 4 rounds in the 9th circle) and then 3 territories surrounding Lucifer (he is chewing on Brutus, Cassius, and Judus).
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby MadagascarAdam on Sat Sep 04, 2010 2:55 am

I'm a little late getting in on this thread, but I can say I love the overall map idea. Inferno is a great book and the downward thrust of the gameplay seems really cool. I do agree much more with the revised bonus scheme than the original (the original was too complex and had the chance of too many negative bonuses later on that could easily paralyze gameplay permanently for the boldest player).

Just a couple revisions I'd suggest on that for now... mostly to make beginning bonuses a little slower in order that bonuses can steadily increase later without overweighting it too much. I think when a game has bonus escalation too quickly, it lends itself towards the first luckiest player taking an overwhelming lead. A slower bonus escalation gives much more time for tactical playing, but allows for overwhelming superiority by the end (in the absence of tight competition). And in the presence of tight competition... well, that makes the gameplay that much more fun! And these revisions mostly depend on you sticking with the same or similar number of territories in each ring.

Circle 1: +1 for every 3.
Circle 2: +1 for every 2.
Circle 3; +2 for every 3.
Circle 4: +3 for all.
Circle 5: +3 for all.
Circle 6: +4 for all.
Circle 7: +4 for all.
Circle 8: +5 for all.
Circle 9: +6 for all.

This way the bonus received vs. # of territories needed is definitely larger the deeper you go, but it's not incredibly easy to get there, nor necessarily overwhelming when you do. It also might encourage some people to stick around a bit longer in circle 1 and 2 to try to diminish their competition (which I assume was part of your intention with so many territories there). At the very least, I think it allows multiple gameplay tactics, which is always good.

You might've already said it and I missed it, but I'm assuming you're doing a certain number of neutral armies on each ringed territory? Is it a consistent number (i.e. 3 each, except for those two giants) or does it also escalate the further down you go? I think that could make a significant difference in gameplay and bonuses, but I don't have any suggestions right now. It does make a bit of sense though for the lower levels to have higher neutrals, though maybe not as drastic of an increase as the bonuses.

I also don't know if you mentioned it, but I think the descent for each lower level of hell should be one-way. That'll make reinforcements more interesting and requiring slightly more tactics. It also fits the general idea (a person punished at a lower level shouldn't be able to escalate to a higher/less-punished level). But also, a player would never be entirely cut off from trying to re-establish themselves in upper levels, since their starting positions (with auto-deploy) are only attacked by the bottom-most position.

Another gameplay suggestion: rather than having Lucifer get SO MANY bonus, why don't you diminish his bonus (for assassin maps), but also make him a gameplay objective. I'm not sure how that works / if it's possible to have something be a gameplay objective in normal games, but it's not an objective (at least, not sufficient to finish the game) in assassin games. I suppose it wouldn't really apply to terminator games though? I'm not sure because I haven't really played terminator games. But in general, I do like the idea of sticking with the story... that holding Lucifer in a regular game is the player's "escape" (thus a gameplay objective that wins the game if held for just one turn), but that in a terminator game, he has power to bombard all. Obviously in the regular objective-based game, he could bombard all as well (on the turn that he's first taken), but the desire to bombard the upper levels would obviously not be as strong since the goal is really just to hold out. I'd suggest a neutral on Lucifer of 50, and (in assassin games), a bonus of only 20 or 25 (as players should already have accumulated significant bonuses by then). No killer resets or anything though.

For territory names: I'd stick as much as possible with what's in the book. Go ahead and put Mohammed in there, since Dante did. But then if someone complains a bit or a lot, you can take him back out. I'm hoping though that people would understand it's a fictional construct, created not by the map author but by Dante himself. I mean, do Muslims even believe in hell like that? If not, they wouldn't have anything to worry about Mohammed being there. Where there's not names in the book, then a typical naming standard would make sense (such as "unnamed 1", "unnamed 2", or "disfigured 1", "disfigured 2", etc.). Dante felt it important for them to be mysterious, so I think it's accurate to keep it that way rather than trying to guess who we think should be named there.

On the other hand, I LOVE the idea of you putting other contemporary poets at the top as the starting positions. I think that sounds very appropriate. As for the 1st level of Hell with the "unbaptised", I also agree that putting other famous historical figures there would be cool, but you do have to be at least a bit careful who you choose. If I remember correctly, Virgil himself was pre-Christian, but Dante apparently saw something in him that he thought was a pre-cursor of the Christian faith. It might be similar with philosophers like Plato. But I think you definitely should add more historical names there, and make it people who would generally be considered neutral (morally), so they wouldn't belong in any lower circles, but who also wouldn't be expected to be owned by any segments of the Christian faith (like Virgil apparently was and I think Plato might be). Tacitus was probably a great example for "Unbaptized", but Rameses might well belong deeper down in "wrathful" or something. It'd take some thinking through of famous historical persona.

Finally, for graphics: I personally really like the idea of incorporating some William Blake-esque styles in there. I highly enjoyed both Inferno and Blake's poetry and writing and think they'd be an excellent mix to give some real flair to this map.

As for overall graphical structure, I agree with Industrial Helix, to widen it up quite a bit. That'd also give you room for the three (adding Brutus and Cassius) at the bottom. I think that section was some very strong imagery in the book and is worth maintaining. Secondly, rather than the more funnel sort of image you have now, I'd recommend something that looked more like levels of a dungeon - stacked on top of each other. They could still be round though. And you could maintain a sort of 3/4 perspective, but the backside (in the background) would just be overlapped by the level above it, that's in the foreground, in order to conserve space and enhance the 3D look. But this stacked levels layout would give you space for stairs descending or breaks in level 3 (to indicate they weren't all connected), monsters/giants blocking the next descent... that sort of thing. And each level could be open in the middle (so it'd be like a ring) and you could have this massive Lucifer giant standing up through the center of it all. That'd give it a very strong (and fairly awesome) graphical design and would also explain Lucifer's bombardment. Of course, Lucifer would be accessed by his feet or something at the bottom though, so his position through the middle wouldn't be confusing.

Personally, I'd love to help with the graphics on this. I haven't done any maps here on ConquerClub before, as working out all the stuff by myself would seem like quite a task. But if you're taking on the gameplay and foundry contacts and all that stuff, I think it'd be great to try my hand at it (especially since this is a map that really piques my interest, literary-wise and graphical possibilities). I'm not a professional, but I have done CD layouts, book designs, promotional materials, and a decent bit of my own art for personal enjoyment and I think I could pull this one off pretty well. I'd just need more details as to what sort of resolution(s) ConquerClub wants it in, what kind of color-palette, file type, etc.

The main setback with me helping you on it is that I'm currently in a rural area of South Africa. My internet connection here is horribly slow, so uploading quality graphics might not be too feasible. Does anyone have any idea roughly what the file size (of the highest-res map ConquerClub hosts) is on here? I'm sure I could at least send previews of the map, how it's turning out, etc., along the way. And I'll be back in the States late November and would obviously have good internet then. But if typical map file sizes are less than 800 kb or so, then I think I should even be able to upload the final versions without too many problems. Anyway, if you're interested in my help, PM me and we can find a way to send files back and forth, whether by e-mail (preferably) or whatever.

I'm excited though! I hope this turns out great and becomes a great map!
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby ender516 on Sat Sep 04, 2010 9:07 pm

FYI: Holding an objective ends the game regardless of the settings: standard, assassin, or terminator.
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby Victor Sullivan on Sat Sep 04, 2010 9:08 pm

Well isn't that just a fine how-do-you-do? I didn't know that.
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby MadagascarAdam on Sun Sep 05, 2010 7:32 am

I definitely didn't know that. If a person wins with the objective (let's say it's a terminator or assassin game) does he still get the same number of points allocated to him? E.g. everyone's points in terminator or the one he was supposed to assassinate in assassin?

Anyway, I guess you have to decide then, whether you want Lucifer to be the objective (thus making the gameplay for terminator and assassin maybe essentially the same), or have bombard capabilities only. Either way, if he's the only one who could bombard the starting positions, then players would still have to get there to win. Maybe you could make him an objective but let the 3 in the traitors circle bombard the starting positions, if that effects point-scoring on assassin or terminator. That'd still make a little sense story-wise (since they're traitors, it'd be like they're turning against the people at the top), or not in others (since they're stuck in hell and being tormented themselves, they shouldn't really be able to do anything to those just entering). Anyway, just some thoughts!
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Re: L'Inferno. v1.2 (POLL! Please vote)

Postby ender516 on Sun Sep 05, 2010 11:05 am

Just because the objective is available in terminator and assassin games does not mean the usual rules for those setting don't apply. Until the objective is held, you can still earn points for each termination in a terminator game, and when your target is eliminated in an assassin game, you will win. You are right, if only Lucifer can kill troops on the starting positions, then you will have to take him to win. But to win by the objective, you would have to take him and HOLD him for one round, which can be quite another thing.
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