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Golf map (Gameplay vote)
Posted:
Sun Sep 05, 2010 2:02 pm
by RedFlyingGolf
The poll creation is being ultra stupid, so post what is better:
Teeboxes, fairways, and greens can all attack each other on the same hole; greens attack teebox of next hole; teebox attack green of previous hole
Teeboxes assault fairways of same hole and previous green; fairways assault greens of same hole; greens assault next hole's teebox
You can attack 3 territories ahead and behind on the teeboxes, fairways, and greens (like a path)
ALL teeboxes, fairways, and greens can attack each other
--
I have seen a few of these, but all seem to have been stalled or abandoned.
I am working on a draft right now, here is how I am planning the map:
9 holes: 2 par-3s, 5 par-4s, and 2 par-5s
A club house with 2 to 4 territories
Lake with 4 territories
Each hole will have territories on the tee box and green, and par 4s will have 1 territory in the fairway, while par 5s will have 2 territories in the fairway
- Click image to enlarge.
Developed by RedFlyingGolf
Number of territories: 46
Bonus Zones: 9
Unique features: the hazards and golf/beer carts
Version 3Version 2Version 1Developmental History:
V3 posted September 23rd, 2010
V2 posted September 17th, 2010
V1 posted September 17th, 2010
Re: Golf map
Posted:
Sun Sep 05, 2010 4:19 pm
by Victor Sullivan
Sounds neat. It'd be really cool if you could work it so the par 3's are worth 3 troops and the par 4's worth 4 troops, and so on.
-Sully
Re: Golf map
Posted:
Sun Sep 05, 2010 10:05 pm
by RedFlyingGolf
I will see how that works, it might not work because you might receive too many troops.
Re: Golf map
Posted:
Mon Sep 06, 2010 10:12 am
by RedFlyingGolf
I hope to have a draft up by next weekend.
Re: Golf map
Posted:
Wed Sep 08, 2010 11:10 pm
by scovey
Sounds great...I was thinking that it would be nice to have some sports themed maps, and golf was the first one that came to mind. My thoughts would be to have a driving range that only connects to clubhouse and first tee...clubhouse connects only to 1st tee and 9th green, and driving range. Maybe a beer cart that can connect to any fairway spot. Also, it might be cool to have the lake spot(s) actually do some kind of army deduction much like the center areas of the "Dust Bowl" map. After all, being in the lake should not be a good thing!! Anyway, those are some quick suggestions for you to think about.
Re: Golf map
Posted:
Thu Sep 09, 2010 2:28 pm
by RedFlyingGolf
I love all of your ideas, and will do my best to implement them all
Re: Golf map
Posted:
Thu Sep 09, 2010 4:00 pm
by scovey
I'm really excited about having this one to play on. I think the golf theme will get a lot of interest. Thanks for doing all of the hard work, and I hope that you don't mind if I put some more thought into it, and see if there are any other interesting things to try and include.
Thanks,
Scott
Santa Fe,NM
Re: Golf map
Posted:
Thu Sep 09, 2010 4:22 pm
by Victor Sullivan
Don't forget sand traps
Re: Golf map
Posted:
Thu Sep 09, 2010 7:40 pm
by RedFlyingGolf
Of course, sand traps
My first draft won't include all of these suggestions, I will add them in as time goes on.
Re: Golf map
Posted:
Fri Sep 10, 2010 7:34 pm
by scovey
RFG...check out how the "San Francisco" map handles the Alcatraz region. Maybe that's the way to have a lake spot in the middle work (one spot). That would seem to be realistic for the golf map.
Also, assuming that you will have the standard layout of two par threes, five par fours, and two par fives, base the bonuses on whether you control all of the holes of each type, with the par fours obviously paying by far the highest bonus. Maybe in addition, pay an extra man or two if you hold the 3's AND 5's, so that the total bonus for those four holes would be close to holding the 4's.
Again, I'm just brainstorming, and all of your work on this will be much appreciated.
Re: Golf map
Posted:
Sat Sep 11, 2010 9:25 am
by 40kguy
hold all 9 holes and you win
Re: Golf map
Posted:
Sat Sep 11, 2010 1:35 pm
by RedFlyingGolf
That's going to be quite a bit of the map. If everybody REALLY wants an objective, I could maybe have a tournament theme, and have a territory called something like 1st play or trophy and if you hold it you win. Obviously it would have a lot of neutrals.
Re: Golf map
Posted:
Sat Sep 11, 2010 3:48 pm
by 40kguy
RedFlyingGolf wrote:That's going to be quite a bit of the map. If everybody REALLY wants an objective, I could maybe have a tournament theme, and have a territory called something like 1st play or trophy and if you hold it you win. Obviously it would have a lot of neutrals.
ok i dont know much about golf
Re: Golf map
Posted:
Sat Sep 11, 2010 5:28 pm
by Victor Sullivan
RedFlyingGolf wrote:That's going to be quite a bit of the map. If everybody REALLY wants an objective, I could maybe have a tournament theme, and have a territory called something like 1st play or trophy and if you hold it you win. Obviously it would have a lot of neutrals.
You should be a rebel and not have an objective. Even so, the "hold all nine holes to win" isn't bad, considering that'd be almost the entire map.
Re: Golf map
Posted:
Sat Sep 11, 2010 10:06 pm
by RedFlyingGolf
I will think about an objective later.
On the other hand, I won't be able to get a working draft up this weekend, but I will update my progress:
- Click image to enlarge.
Re: Golf map
Posted:
Sun Sep 12, 2010 2:35 am
by Victor Sullivan
Don't forget to make it large enough
Re: Golf map
Posted:
Sun Sep 12, 2010 7:13 am
by natty dread
yeah that's too small...
Re: Golf map
Posted:
Sun Sep 12, 2010 7:34 am
by 40kguy
RedFlyingGolf wrote:I will think about an objective later.
On the other hand, I won't be able to get a working draft up this weekend, but I will update my progress:
- Click image to enlarge.
maybe every other spot of the map instead of the holes are auto deploy one sence it adds a stroke on everything
Re: Golf map
Posted:
Sun Sep 12, 2010 9:21 am
by RedFlyingGolf
Sorry about that. I saw the limits for the final small map and used them, I didn't look at the draft big image limits. I will try and ix it as soon as I can.
Re: Golf map
Posted:
Sun Sep 12, 2010 10:12 am
by scovey
Map looks COOL so far. I would vote for holding the 9 golf holes to win...I personally don't like a map with any neutrals other than the leftovers after initial deployment.
Re: Golf map
Posted:
Sun Sep 12, 2010 5:12 pm
by RedFlyingGolf
Here is the bigger version:
- Click image to enlarge.
I am still adding sand traps, golf carts, the club house, the beer cart, and the driving range. And obviously territories and bonuses and whatnot.
Re: Golf map
Posted:
Sun Sep 12, 2010 5:52 pm
by scovey
Looks great!! How would I learn how to make maps for Conquer Club?
Re: Golf map
Posted:
Sun Sep 12, 2010 6:42 pm
by RedFlyingGolf
I reccommend downloading a program called gimp. Then check out tutorials. They are everywhere, like google, YouTube, and the "Tools, Tutorials, and Guides" sexlction of the map foundry forum. Good luck, and thanks for all your helpful advice on my map
Re: Golf map
Posted:
Sun Sep 12, 2010 11:07 pm
by scovey
Thanks...i downloaded it, now i'll see if i can learn how to use it. Glad to be of some help on your project. i'm still looking forward to hitting the links when you get finished.
Re: Golf map
Posted:
Mon Sep 13, 2010 4:37 pm
by scovey
Hey RFG...is there a way I can help to play-test your map once your finished with it, without it counting for/against our games/percentages?