Moderator: Cartographers
yeti_c wrote:Bah - you're delibaretly making this map slow so it gets the CC slow map record aren't you?
C.
whitestazn88 wrote:yeti_c wrote:Bah - you're delibaretly making this map slow so it gets the CC slow map record aren't you?
C.
lol, does it count towards the record when its in vacation?
the.killing.44 wrote:Sorry, it's kinda hard to visualize. Could you just put up a boxy image or something? Sounds amazing, though.
Color TOTAL Terts (Rooms/Cats) Territories to defend
Brown 4 2
Green 5 (3/2) 2
Blue 9 (6/3) 3
Orange 11 (7/4) 4
Purple 7 (4/3) 2
Red 8 (5/3) 3
Shanman wrote:1) Just mentioning that the brown room that is pretty much in the middle of the map seems to be really busy. I know that you kind of want it to be that way, but it seems like it would make it particularly powerful to control. Perhaps you might want to break it in two, or maybe shrink it? Just a suggestion, but I would think that would be particularly sought. It attacks 4 different colors from one room. (Brown, green, blue, and yellow)
2) Also, the blue area only attacks other areas in one spot. Perhaps you could reverse an arrow somewhere? It seems a bit constricted, with only one way out.
Regards, Shanman
max is gr8 wrote:Have you still got to think about names of regions?
fumandomuerte wrote:Vey nice atm. Just a note, Brown group defends only 1 terit. at the moment (let's wait for the breakable walls ).
About bonuses: can you define bonuses for groups with extra troops for holding their corresponding corridors? For example, give +2 for holding the 3 green rooms and give +3 for holding the 3 green rooms + 2 green corridors.
WidowMakers wrote:fumandomuerte wrote:Vey nice atm. Just a note, Brown group defends only 1 terit. at the moment (let's wait for the breakable walls ).
About bonuses: can you define bonuses for groups with extra troops for holding their corresponding corridors? For example, give +2 for holding the 3 green rooms and give +3 for holding the 3 green rooms + 2 green corridors.
Thanks. I will look into the brown region (see first note) The bonus is a good idea. I am not apposed to it but I want to make sure that drop bonuses are not a possibility. Especially since some regions only have 2 corridors/catacombs.
Hopscotcher wrote:I'm not sure of all the discussion here, but since this is LEVEL 2 of a dungeon, could we install some Traps??? Or Hidden Passeges???
Traps::: Bleeding territories. As high as -5??
Hidden Passeges::: One ways to other areas of the map...
what do you think?
skepticCS wrote:Hopscotcher wrote:I'm not sure of all the discussion here, but since this is LEVEL 2 of a dungeon, could we install some Traps??? Or Hidden Passeges???
Traps::: Bleeding territories. As high as -5??
Hidden Passeges::: One ways to other areas of the map...
what do you think?
I really like these ideas, particularly the hidden passages. They could operate along the same lines as the breakable walls (also a very good idea) where they start as a very high neutral value (perhaps simulating the difficulty/danger of finding/opening them) but once they are open they stay open. Or perhaps they reset to neutral, but a much lower neutral number (signifying their greater ease in locating since someone else tampered with them). Alternately, you could combine the traps and hidden passages idea. Create a tunnel network underlaying the main dungeon level with attack points along the way. Each of these attack points has a -x value until they reach neutral 1. This would make it easier for other players to pass through in the future, but that would make sense since someone else already came through and set off all the traps. The -x per turn on any occupying army would still apply though. I think the whole hidden passage adds an especially interesting element to gameplay with fog of war on. You think you've got a good hold on a bonus, then BAM someone comes up from the ground and breaks it. I like that.
One other suggestion (might be stupid): add a circular room. Perhaps make that bottom room in the brown group round and have it as a non-bonus territory. All territories around it can attack it, but it cannot attack out. However, it would connect to hidden passages that run throughout the catacombs (you might have to knock down a wall first), thus giving it some gameplay importance as a potential bonus-breaker. It could be a pit rather than a room if you wish. There is some precedent for such a feature in a crypt:
kunal2222 wrote:skepticCS wrote:Hopscotcher wrote:I'm not sure of all the discussion here, but since this is LEVEL 2 of a dungeon, could we install some Traps??? Or Hidden Passeges???
Traps::: Bleeding territories. As high as -5??
Hidden Passeges::: One ways to other areas of the map...
what do you think?
I really like these ideas, particularly the hidden passages. They could operate along the same lines as the breakable walls (also a very good idea) where they start as a very high neutral value (perhaps simulating the difficulty/danger of finding/opening them) but once they are open they stay open. Or perhaps they reset to neutral, but a much lower neutral number (signifying their greater ease in locating since someone else tampered with them). Alternately, you could combine the traps and hidden passages idea. Create a tunnel network underlaying the main dungeon level with attack points along the way. Each of these attack points has a -x value until they reach neutral 1. This would make it easier for other players to pass through in the future, but that would make sense since someone else already came through and set off all the traps. The -x per turn on any occupying army would still apply though. I think the whole hidden passage adds an especially interesting element to gameplay with fog of war on. You think you've got a good hold on a bonus, then BAM someone comes up from the ground and breaks it. I like that.
One other suggestion (might be stupid): add a circular room. Perhaps make that bottom room in the brown group round and have it as a non-bonus territory. All territories around it can attack it, but it cannot attack out. However, it would connect to hidden passages that run throughout the catacombs (you might have to knock down a wall first), thus giving it some gameplay importance as a potential bonus-breaker. It could be a pit rather than a room if you wish. There is some precedent for such a feature in a crypt:
you could do the key system for that key for a trap door or hidden passage in one color is located all the way across the map.
so that the key resets every trun and to use the passage you must have a the key (take over the "key" loacation).
this would be lot of fun just when the game is wapping up and those keys become improtant to invade there color land.
Note: those passage may be one or not it is up to the person who is makeing the map
ex
kunal2222 wrote:XML does that use java because i could try to see what there code is like and code on part of it that could work this sould like lot of if else stament and simple loops in java that could only create a problem of slowing down the system
it XML in java or what language
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