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The Ant Hill

PostPosted: Tue May 03, 2011 8:51 pm
by Painsake
Hi, I have an idea for a map to make. i have already drawn the first draft of how it should look. and have been told to post on here.
Image

Each of the Worker ants is a deploy-able position
the Queen and Spider are both Neutral 7 ants.
the Hill and Pitt are Neutral 3 ants
the unique ants are Neutral 1 ant

there are 46 worker ants, 4 food ants, 8 nurse ants, 16 soldier ants, 1 queen, spider, hill, & Pitt, And 78 territories in total.

you can only attack territories linked by tunnels

I will update the graphic with five wings. main, north, south, east, and west. as well as real earth instead of mud.

I am thinking about naming the tunnels along with the chambers. and giving the territories the tunnel name, then ant rank, and number of ant in that tunnel
like tunnel is named bump and there are six ants on its path it would be: Bump ant 1, or bump soldier ant 2...etc;

Re: The Ant Hill

PostPosted: Wed May 04, 2011 5:58 am
by natty dread
Ok, cool idea, but make your image clearer please. I can't tell what connects where.

Also the legend is unclear. What exactly does "10A deploy with ants, 0A with spider" mean?

Re: The Ant Hill

PostPosted: Wed May 04, 2011 10:57 am
by Painsake
Well this is just the first draft, I only spent an hour on it. The second draft will have the upgrades as I stated earlier (with any suggestions I get here), and the third will have the full graphic effort. Also, I have yet to make the two sizes. I will do that once I find some one to collaborate on the Xml with.

10A deploy means 10 autodeploy and 0A with spider means that if you have the spider you get 0 autodepoy.

the same for +5m or m deploy, it means manual deploy.

If you have anything else, I would appreciate the feedback.

Re: The Ant Hill

PostPosted: Wed May 04, 2011 1:48 pm
by CJ Lues
Nice idea mate!!! =D>

ill be watching...! ;)

Re: The Ant Hill

PostPosted: Wed May 04, 2011 2:00 pm
by natty dread
Painsake wrote:Well this is just the first draft, I only spent an hour on it. The second draft will have the upgrades as I stated earlier (with any suggestions I get here), and the third will have the full graphic effort.


Ok, see, it's hard for anyone to comment on the gameplay if they can't see what connects where. So I'd suggest you to skip right on to the 3rd ;)

Also, I have yet to make the two sizes. I will do that once I find some one to collaborate on the Xml with.


It's best to work on the large version only for now, and only create the small version once you have the gameplay stamp and know you won't have to make any more gameplay changes. The reason is simple - it's easier to work on one version during the gameplay development, when most changes to the core map are made.

Also, don't worry about XML at this point, just focus on the map. If you make it to FF there will be no shortage of people willing to make your XML for you.

10A deploy means 10 autodeploy and 0A with spider means that if you have the spider you get 0 autodepoy.


That's not currently possible. Conditional autodeploys haven't been implemented yet.

the same for +5m or m deploy, it means manual deploy.


This of course is possible.

If you have anything else, I would appreciate the feedback.


No, this pretty much covers it. Good luck on your map, it's an interesting concept and I hope to see it make it through.

Re: The Ant Hill

PostPosted: Mon May 09, 2011 3:30 pm
by shieldgenerator7
War gear has a map with similar concept, I'd like to this map implemented in CC.
I like the concept, the red needs to be replaced with dirt, and the yellow needs to go away, and the lines need to be more clear, also the labeling needs to be clearer as well, and don't seperate them like that into two columns, because people will think that they're seperate things. Put the troop amount underneath the territory label so its less confusing or do something else.
I like the naming concept you were going to use to name the territories.
Keep up the good work :)

Re: The Ant Hill

PostPosted: Tue May 10, 2011 7:44 pm
by DarthFrog
Really like the idea, good job.

For the graphics, try to avoid too much dead space.Make your ants bigger if you have to. I think cartoony ants with a big butt where the army number can go into would be fun.

As for game play. +10 auto deploy is way too high in my mind. +2 is powerful enough as it is. I think a +2 would be sufficient. Perhaps adding a couple other +1 auto deploys across the map would help with balance as well.

Re: The Ant Hill

PostPosted: Wed May 11, 2011 4:05 pm
by Painsake
The cartoon ant thing is a great idea! Thanks
and i have changed the deployment

queen = A4 and M6 \ m0 with spider
and food ants m3 \ m0 with Pitt

Re: The Ant Hill

PostPosted: Fri Jun 24, 2011 1:05 pm
by zimmah
Painsake wrote:Well this is just the first draft, I only spent an hour on it. The second draft will have the upgrades as I stated earlier (with any suggestions I get here), and the third will have the full graphic effort. Also, I have yet to make the two sizes. I will do that once I find some one to collaborate on the Xml with.

10A deploy means 10 autodeploy and 0A with spider means that if you have the spider you get 0 autodepoy.

the same for +5m or m deploy, it means manual deploy.

If you have anything else, I would appreciate the feedback.


it's not possible for autodeploy to be changed by the fact that you do or do not hold any other territory, autodeploy and decay will ALWAYS happen, no matter what other territories you hold.

i could do the XML for you.

Re: The Ant Hill

PostPosted: Fri Jun 24, 2011 1:11 pm
by zimmah
Painsake wrote:The cartoon ant thing is a great idea! Thanks
and i have changed the deployment

queen = A4 and M6 \ m0 with spider
and food ants m3 \ m0 with Pitt


this is partly possible,

i could make it so that when you hold the queen, it will ALWAYS deploy 4 armies on the queen at the start of the turn, but when you hold the spider you don't get the extra 6 (the 4 will still be deployed tho, there's no way to avoid that). i could, however, make it so that if you do own the spider, you'll get -4 armies to deploy (manual deploy) and 4 armies spawn on the queen, so they kind of cancel each other out.

Re: The Ant Hill

PostPosted: Fri Jul 01, 2011 3:40 pm
by MrBenn
To be honest, I don;t think an ant hill is such a great idea for a CC map. Personally I would try and think of something that would have a greater appeal, and that seems more "mappy". You certainly appear to have some talent, but I would prefer you to invest it into a project that has legs (not ant-sized ones)

Re: The Ant Hill

PostPosted: Wed Jul 20, 2011 6:11 pm
by OliverFA
May I suggest replacing the ants by the Ant-Hill tunnels? The ants will be the army numbers in your map, so better not to draw them in the map.

You could focus the map in two possible ways:
First possibility, an ant colony. Several factions fight for control of the colony. You draw the tunnels with the specific areas of a colony (food storage, queen room, etc) then the player who holds the queen room or kill all the others win. You can do some ants research to learn how is an ant colony and try to mirror in the gameplay.
Second possibility, you draw 8 smaller colonies, wach of them with everything, and make them fight each other. That would be a conquest-like map.

Re: The Ant Hill

PostPosted: Mon Aug 08, 2011 7:53 pm
by thenobodies80
[Moved]

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. ;-)

Nobodies

Re: The Ant Hill

PostPosted: Thu Sep 08, 2011 8:51 am
by VicFontaine
MrBenn wrote:To be honest, I don;t think an ant hill is such a great idea for a CC map. Personally I would try and think of something that would have a greater appeal, and that seems more "mappy". You certainly appear to have some talent, but I would prefer you to invest it into a project that has legs (not ant-sized ones)


With tens of thousands of players, this idea will have players who enjoy it. I suggest adding something like a picnic table with some crumbs/food. Go to a park and what do you see? Ants everywhere, grabbing bits of food, leaves, etc. Those could all be bonuses.