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Sky Station

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Sky Station

Postby Thomassaurus on Mon Mar 15, 2010 3:20 pm

Everyone starts on the center of a section of the station.
with killer bridges between each section.

50 holdable territories & 11 bridges.

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Re: Sky Station

Postby natty dread on Mon Mar 15, 2010 5:20 pm

Hmm... your theme is a bit vague. Why is there a "station" in the sky? What is the story of it? Why are the armies fighting for it and who are they (the armies)?

Also, symmetry doesn't work too well for CC maps. It makes for kinda boring gameplay, usually.

To succeed, a map needs one of two things: an interesting theme, or interesting gameplay. Right now, both aspects of this map are a bit "meh". I'm not saying this to be mean. I know how hard it is as a new mapmaker to come up with something new and original, when there are loads of maps in CC already... But, you should think about the process of mapmaking like writing a story: figure out a background (why it happens), the setting (where it happens), time (when it happens), the characters (who is fighting who)... when you have all these you can develop a solid theme from them. Then you can use this theme to build the gameplay around it.

I'm not saying you should scrap this project, but you'll need to go "back to the drawing board" and develop the idea quite a bit more. Or you could take my advice and try to come up with a whole new idea. Either way, good luck with your future prospects. ;)
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Re: Sky Station

Postby Thomassaurus on Mon Mar 15, 2010 6:08 pm

I expected to need some reason to have a station in the sky, I'll be working on that. post any ideas

I'll also consider new gameplay.
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Re: Sky Station

Postby TaCktiX on Mon Mar 15, 2010 9:57 pm

How about go for a Jetsons sort of approach to this map? You've got numerous on-stilts stations (overhead view for simplicity, likely won't show the stilts), of varying sizes and location compared to each other. That'd break the asymmetry, give a theme to aim for on the map (think 50's era styling on the map, with rocket fins, chrome, and the like), as well as spice up the gameplay.
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Re: Sky Station

Postby Industrial Helix on Tue Mar 16, 2010 10:26 am

I think Tacktix is spot on with that suggestion. Giving it a fun theme would take it a long way. Plus, like Natty said, break the symmetry.

One other thing I've noticed and feel obligated to mention is the number of maps you're proposed in the past month. I think you've got some strong ideas but you need to stick with them and see them through to the FF. Try developing an idea in the melting pot a bit more before sending in your design brief and it will be more likely to get advanced. Also, try to steer the map towards something that will get people excited to play it, remember, you're making a map for the 20k people on CC. Would you play this map?

You've got a lot of ideas and apparently the graphical skill to take them far. But you've got to stick with a map and keep it developing. If people aren't excited about your map, why not? What can you do to fix this? Tacktix made a good suggestion when he said 50's style future theme, (but that might be because I like that old retro stuff :P) but his suggestion would allow the map to hit a niche in popular culture that CC really hasn't taken on.

Good luck with you're map. I hope to see it continue to develop.
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Re: Sky Station

Postby KyrieEleison on Tue Mar 16, 2010 7:44 pm

Another thing to consider is the reinforcement values for a region. 5 troops per region, with 10 regions = 50 extra troops per round if all are controlled by a single player. Also, +1 autodeploy, with +3 for center spots, ends up adding a guaranteed 70 troops per round, adding up to a max of 120 troops being handed out, not counting spoils and regular reinforcements. Also, 10 per bridge on neutral? That makes the game more of a Player v. Player(s) v. Neutral Bridges. It adds a whole new element that is hurtful to anyone trying to expand.

If you stick with bridges, I like the idea that it resets to neutral every round, but try lowering the amounts. Maybe even suggest the Developers randomize troops each round, ranging from 1-5. Maybe suggest that it starts resetting anywhere from 1-3, and add another soldier into each bridge every 2-3 rounds, to increase the difficulty.
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