Conquer Club

Annihilation plains

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Annihilation plains

Postby ManBungalow on Sat Jan 16, 2010 10:56 am

Click image to enlarge.
image


==Original==post==

The idea of it is to portray an all-out battle. The large number of bonuses and borders between each region will make it particularly interesting in freestyle and/or team games.
I intend for the highlight of the map to be a series of artillery situated on the left-hand side of the river which will be able to bombard any region on the other side of the map (minus the oddly-shaped bunkers). The bunkers and artillery should probably be neutral at the beginning of each game, but not so heavily loaded that there's no point in taking them.

I'm also contemplating adding a tunnel network-type system, from which there is no escape. In other words, you can one-way attack underground regions from specific surface regions for bonuses; quite similar to the Alcatraz region on the San Francisco map which offers a bonus that you don't want to leave too many troops trapped on, or (as I understand) the City Loyalty bonuses on the Battle for Iraq map.

You can expect updates as I add more regions to the map, but I'd appreciate some early feedback regarding gameplay (hence the half-finished image).

==Previous==Versions==

V 0.22
V 0.21
V.0.20
V 0.11
V 0.10
Last edited by ManBungalow on Wed Feb 03, 2010 3:53 pm, edited 6 times in total.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Desert Warfare

Postby Industrial Helix on Sat Jan 16, 2010 1:54 pm

You're aware that you drew a river going through a desert, right?

Throw some vegatation on the banks or something.
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
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Desert Warfare

Postby natty dread on Sat Jan 16, 2010 2:40 pm

Lol! I didn't even think about that at first. Yeah now that you mention it, that river is a bit odd... :-s

How about a chasm or a canyon or something...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Desert Warfare

Postby ManBungalow on Sat Jan 16, 2010 2:48 pm

Industrial Helix wrote:You're aware that you drew a river going through a desert, right?

Throw some vegatation on the banks or something.

Actually, I was completely unaware that I drew a river through a desert. Do you think "Annihilation plains" sounds any better?
I added a little bit of texture to the bank so you can see how it looks and also made the existing out-of-play areas more obvious.

Thanks for the feedback.

natty_dread wrote:Lol! I didn't even think about that at first. Yeah now that you mention it, that river is a bit odd... :-s

How about a chasm or a canyon or something...

Here's a quick portrayal of how it could look without the river:
Click image to enlarge.
image

I prefer having the river there to be honest.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby captainwalrus on Sat Jan 16, 2010 2:58 pm

I like the river, but possibly make it a lot more muddy, either by making it brown or by lowering the opacity and putting a brown layer below it.
~ CaptainWalrus
User avatar
Private 1st Class captainwalrus
 
Posts: 1018
Joined: Sun Nov 11, 2007 3:19 pm
Location: Finnmark

Re: Annihilation plains

Postby ManBungalow on Sat Jan 16, 2010 3:06 pm

captainwalrus wrote:I like the river, but possibly make it a lot more muddy, either by making it brown or by lowering the opacity and putting a brown layer below it.

Perhaps this looks a little better?:
Click image to enlarge.
image
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby ManBungalow on Sat Jan 16, 2010 3:34 pm

Here's a minor update to include another two bonuses and one more impassible area:
Click image to enlarge.
image

Post concerns and I'll address them when I return later.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby AndyDufresne on Sat Jan 16, 2010 3:40 pm

I like this idea. I've always had a fond heart for such grim-future-scenarios. Additionally, I like the zoomed in aspect of the map and the idea. Gives it a flair for locality. It'd be interesting to consider moving the "battlefield" to a town that has been ripped apart by war/devastation. Then you can use buildings, roadblocks, vehicles, natural wonders, as impassables as necessary, and you can create choke points in necessary. In any case, I Look forward to more details.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: Annihilation plains

Postby natty dread on Sat Jan 16, 2010 5:18 pm

The thing is, even if you call it Annihilation Plains (you may want to rethink the name... sounds a bit cheesy IMO) the map still looks like a desert... Well, the muddy river looks good, but I'd much rather you went with the canyon idea. You could do that by doing what you did in that version with no river, but adding some depth into it.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Annihilation plains

Postby ManBungalow on Sun Jan 17, 2010 9:27 am

Click image to enlarge.
image


AndyDufresne wrote:I like this idea. I've always had a fond heart for such grim-future-scenarios. Additionally, I like the zoomed in aspect of the map and the idea. Gives it a flair for locality. It'd be interesting to consider moving the "battlefield" to a town that has been ripped apart by war/devastation. Then you can use buildings, roadblocks, vehicles, natural wonders, as impassables as necessary, and you can create choke points in necessary. In any case, I Look forward to more details.


--Andy

The idea of this map is to have as many borders per region as possible. This makes for brilliant freestyle games and helps prevent sequential build games.
However, I added an impassable wall in there which looks like it will allow strategies similar to those found in Supermax games. You'll also notice the road. I think it would be interesting to say that "each region on the road loses 1 troop per turn due to landmines" which, again, prevents the build games.

natty_dread wrote:The thing is, even if you call it Annihilation Plains (you may want to rethink the name... sounds a bit cheesy IMO) the map still looks like a desert... Well, the muddy river looks good, but I'd much rather you went with the canyon idea. You could do that by doing what you did in that version with no river, but adding some depth into it.

I'd be quite happy to change the name to something more appropriate if you could suggest one. I'll use the muddy river for now as I'm more interested in the gameplay at this stage.


Thank you all for the feedback so far.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby karelpietertje on Sun Jan 17, 2010 10:18 am

there should be a kazoo in it!
j/k, like the map. will it be the new waterloo?
KP
Image
User avatar
Major karelpietertje
 
Posts: 801
Joined: Mon Sep 03, 2007 1:43 pm

Re: Annihilation plains

Postby Industrial Helix on Sun Jan 17, 2010 11:03 am

Annihilation Plains sounds better to me, but it still kind of looks like a river in a desert... one idea would be to do something based on the Nile, which is, more or less, a river in a desert. Though there's thin vegetation on the banks. A little green might work.
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
User avatar
Cook Industrial Helix
 
Posts: 3462
Joined: Mon Jul 14, 2008 6:49 pm
Location: Ohio

Re: Annihilation plains

Postby ManBungalow on Tue Jan 19, 2010 12:34 pm

Okay, here's an update with more of the regions fixed up and a little vegetation on the side of the river which will not be so crowded for Mr Helix:
Click image to enlarge.
image

At this point I'd like some thoughts regarding bonus positioning as I don't intend on doing too much shuffling about after I put the region names and circles in.

karelpietertje wrote:there should be a kazoo in it!
j/k, like the map. will it be the new waterloo?
KP

An underground network of kazoo monkeys could be quite interesting. Maybe you could elaborate?
I suppose the cannon gameplay and region count is similar to that of Waterloo. However, I'm hoping to make the drop a little more fair on this map than on Waterloo (mainly regarding the cannons). That said, it would be hoping high for me to match a map like Waterloo.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby natty dread on Tue Jan 19, 2010 12:44 pm

I'm a bit worried that some of those territories may be a bit too small... army numbers may not fit in the small version... Try looking at the image at 75% zoom and see if every territory can fit army numbers?
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Annihilation plains

Postby 00iCon on Wed Jan 20, 2010 2:00 am

Thumbs up so far =D>
I'd like to see another map like Waterloo (on which I may even win sometimes).
User avatar
Corporal 1st Class 00iCon
 
Posts: 257
Joined: Wed Apr 29, 2009 4:42 am
Location: Sydney NSW

Re: Annihilation plains

Postby ManBungalow on Wed Feb 03, 2010 3:51 pm

Here's the latest update:
Click image to enlarge.
image

Graphics-wise it looks quite tacky at the moment (I also forgot to shadow the bottom-left vegetation obstruction), but I'd like to hear more about the gameplay before I worry too much about appearances.
The white cannon regions on the left of the river offer no bonus in their own right, but some will indeed become cannons with certain bombardment capability. As already mentioned, regions along the road should lose 1 troop per turn.
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby natty dread on Wed Feb 03, 2010 4:26 pm

It's starting to look real nice. The bright harlequin colours don't quite fit the desert theme though. Since there's a minimap showing which area is which, you don't need every colour to be unique, so couldn't you just use some earthy tones for the bonus areas?

Also that would make the minimap look like camouflage... that'd be cool :)
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Annihilation plains

Postby ManBungalow on Sat Feb 06, 2010 6:28 pm

natty_dread wrote:It's starting to look real nice. The bright harlequin colours don't quite fit the desert theme though. Since there's a minimap showing which area is which, you don't need every colour to be unique, so couldn't you just use some earthy tones for the bonus areas?

Also that would make the minimap look like camouflage... that'd be cool :)

Agreed.
I've done two quick variants on the colour spectrum:
Click image to enlarge.
image

Click image to enlarge.
image

Of course I'm going to adjust some unique bonuses to make them distinguishable from the next. So tell me which one you prefer and I'll work with that style.

Also, while working on the borders, I'm contemplating adding another fence-type thing roughly along this line here:
Image
How do you think that would that sound/look/play ?
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Annihilation plains

Postby natty dread on Sat Feb 06, 2010 6:43 pm

OK, well, I like the second one better. But like you said you need to adjust them so that similar colours are not next to each other.

Also, all colours don't need to be shades of brown: there could be a few greys, maybe a couple blacks, as well.

As for the fence... could work, but you need to place it so that it won't put the bonus areas inside the fence in too much advantage, by the isolation.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Annihilation plains

Postby natty dread on Thu Feb 25, 2010 5:21 pm

So, what's up with this map? Still working on it? I liked the idea, I hope you'll continue the development...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Annihilation plains

Postby 00iCon on Fri Feb 26, 2010 5:52 am

natty_dread wrote:Also, all colours don't need to be shades of brown: there could be a few greys, maybe a couple blacks, as well.

green too. suits a military theme.(aren't all maps?)
The fence would work maybe if cannons could only fire past it. but there would need to be a counter-battery somewhere on the right side to bombard cannons in case of inbalance.
User avatar
Corporal 1st Class 00iCon
 
Posts: 257
Joined: Wed Apr 29, 2009 4:42 am
Location: Sydney NSW

Re: Annihilation plains

Postby natty dread on Fri Feb 26, 2010 6:07 am

green too. suits a military theme.(aren't all maps?)


Desert camo has no green... ;)
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked


Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users