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Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

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Re: Dungeon of Draknor Level 2 -Back to Life

Postby yeti_c on Mon Nov 23, 2009 2:53 pm

Bah - you're delibaretly making this map slow so it gets the CC slow map record aren't you?

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Re: Dungeon of Draknor Level 2 -Back to Life

Postby whitestazn88 on Fri Nov 27, 2009 1:10 pm

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?
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby yeti_c on Fri Nov 27, 2009 4:04 pm

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?


Yes.

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Re: Dungeon of Draknor Level 2 -Back to Life

Postby Jace22 on Fri Nov 27, 2009 6:19 pm

Widow, an idea I had for a dwarf warrior name could be Glorin, although I'm not sure if that is in "The Hobbit" or not
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby mibi on Sun Nov 29, 2009 8:36 pm

I always thought the Draknor series was underated.
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby WidowMakers on Mon Nov 30, 2009 6:54 pm

Well everyone, i am still trying to get the layout set. I don't want to just have another copy of level 1. The catacomb part is what is giving me the issues.

I have already divided up the bonus groups into 6 sets totaling 44 terts:
    1) Main halls and chambers - (4 terts, 4 rooms, no catacombs)
    2) Cat and Crypt group 1 [name TBD] - (5 terts, 3 rooms, 2 catacombs)
    3) Cat and Crypt group 2 [name TBD] - (7 terts, 4 rooms, 3 catacombs)
    4) Cat and Crypt group 3 [name TBD] - (8 terts, 5 rooms, 3 catacombs)
    5) Cat and Crypt group 4 [name TBD] - (9 terts, 6 rooms, 3 catacombs)
    6) Cat and Crypt group 5 [name TBD] - (11 terts, 7 rooms, 4 catacombs)

Total of 44 terts ( 29 rooms / 15 catacombs)

There will also be around 10 breakable walls the will be starting as neutrals (army count TBD)
SO technically, you could play this map as a 1-way only if none of the breakable walls are broke.

Each Cat/crypt group will have 1 tomb/sarcophagus that may be part of a (hold 2 get +x, hold 3 get +y, etc) bonus group.

I just need to layout the map so it looks good, plays good and does not have bottlenecks.
Just wanted everyoen to know what was going on.
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby the.killing.44 on Mon Nov 30, 2009 7:26 pm

Sorry, it's kinda hard to visualize. Could you just put up a boxy image or something? Sounds amazing, though.
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby WidowMakers on Mon Nov 30, 2009 9:03 pm

the.killing.44 wrote:Sorry, it's kinda hard to visualize. Could you just put up a boxy image or something? Sounds amazing, though.

I know it is hard to visualize. That is why I am having such a hard time making it. lol

I just wanted to post so that people still know I am working on it and had an idea of teh sizes and ideas I had towards bonus groups.
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby WidowMakers on Mon Dec 07, 2009 9:57 pm

OK. Here is a VERY Rough prelim draft.
The main point of level two is to have tunnels (catacombs) be the main way to get from the brown (entrance, alter, temple, and burial prep rooms) to the 5 specific crypt areas. The crypt areas will be based on special characters (we will all come up with names later) and the rooms will be decorated with tombs, alters, statues, etc)

We will be focusing on the 1-way arrows first. Once that GP is established, we will add several (around 8-15) breakable doorways that cross color groups in others ways than catacomb to catacomb (i.e. room to room or room to cat)

OK. Here are the basic details of the regions:
There are 44 terts total.
Code: Select all
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


I tried to get pretty good flow around each group. What do you all think?
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Re: Dungeon of Draknor Level 2 -Back to Life

Postby natty dread on Mon Dec 07, 2009 10:10 pm

Looks good so far. I'll have to wait and see where you'll put the breakable walls. For example, there are no ways to get directly to brown from blue or green, but brown can attack them both... But if you'll have those breakable walls between these areas, then it'll be fine I guess.
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby Shanman on Mon Dec 07, 2009 10:31 pm

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)

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
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby max is gr8 on Tue Dec 08, 2009 12:31 pm

Have you still got to think about names of regions?
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby fumandomuerte on Tue Dec 08, 2009 3:36 pm

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.
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby WidowMakers on Tue Dec 08, 2009 4:17 pm

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


1) Thanks for pointing that out. My brain was fried after looking at all those arrows. i am sure we will need to move more than a couple arrows. I will see what i can do. My one idea was to make blueor green be able to attack the top right brown.

2) I messed up there. 1 attack was not my intention. A reshuffle of blue is needed.

max is gr8 wrote:Have you still got to think about names of regions?

Once GP is done, we will begin to name the rooms similarly to teh way we did it in teh first level.
I already have some ideas but they are just themes. Once we get there I will let everyone chip and and start suggesting.

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.
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby ustus on Wed Dec 09, 2009 12:57 pm

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.


well, if you want to prevent dropping a catacomb bonus, just make the catacomb bonus a "full set" bonus. e.g. +x for holding all green rooms, +y for holding all green rooms AND all green catacombs. That way there's a smaller bonus you can hold, but a larger bonus for holding the catacombs as well. What I don't like about this, is that i doubt you'll hold the "all rooms of a color" bonus without at least being within one territ or so of holding the "all of a color" bonus, whereas the catacombs of a color bonus would be too easy to hold
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby Hopscotcher on Mon Jan 18, 2010 2:30 pm

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?
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby skepticCS on Thu Feb 18, 2010 9:33 am

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: Image

The above image comes from the catacombs below the church of San Francisco in Lima, Peru. The pit was about 20 feet deep and no one was getting out without a help, so a good model for a one-way attackable territory.

One other small suggestion which is only relevant for this planning process, add numbers to the individual territories and passages to make it easier for us to talk about them. That way we can say, "Blue 1 should have a attack route on the north wall".

Glad you're making this map. It's about time Draknor was expanded!
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby Evil DIMwit on Tue Mar 23, 2010 12:30 pm

[Moved]

Alas! It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made.
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby kunal2222 on Sun Apr 03, 2011 8:56 pm

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
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby -=- Tanarri -=- on Sun Apr 03, 2011 11:38 pm

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


Unforutnately this map has been long long dead. I think you stumbled into the dead project forum where all the great maps that could have been go to die.

Also, it sounds like what you're suggesting is a Dynamic Borders feature, which the site is not capable of doing as of yet. It's one of those XML features for map design that has been on the want list for years.
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby kunal2222 on Mon Apr 04, 2011 4:19 pm

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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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby natty dread on Tue Apr 05, 2011 2:54 am

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


No... XML is not a programming language per se, it's more of a database format. You can see an example of a map xml here:

http://www.conquerclub.com/maps/Classic.xml
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Re: Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

Postby kunal2222 on Tue Apr 05, 2011 9:30 pm

that is good i see how this language work, i think but what is more interseting is that there is bouns system it list the lands then it list every land and what it touches right what if we creat bouns system that is a boolean for connect the land can you plz tell who i can work with in order to work further behind the layers. i might have an idea of seting and impleating a boolean system for this xml and this could open gate to many thing for the future of conquerclub ;p
so can you suggest the leader or sub member of the code group or techneical people who i need to work with in order to reach this goal.
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