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)
VERSION 1 GP Draft
GAMEPLAY
TERTS-Standard
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
TERTS-Neutral
There will also be around 8-15 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.
BONUSES
- -Standard bonuses for 6 bonus groups
-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.