Conquer Club

Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

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

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Natewolfman on Sat Jul 26, 2008 10:10 am

maybe i just wasnt looking very hard but... is there a link between the 2 maps? like a staircase or anything that can show they are in the same building?
User avatar
Sergeant 1st Class Natewolfman
 
Posts: 4599
Joined: Wed Aug 29, 2007 6:37 pm
Location: omaha, NE

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Androidz on Sat Jul 26, 2008 11:16 am

Max is great ideas is awsome use them=)
Last edited by Androidz on Sun Jul 27, 2008 9:21 am, edited 1 time in total.
Image
User avatar
Private Androidz
 
Posts: 1046
Joined: Mon Dec 03, 2007 11:03 am

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby max is gr8 on Sun Jul 27, 2008 9:14 am

EDIT: Oh yeah. I need good name ideas for the tombs and the 5 room groups and room names.


Just a brainstorm here, I'm thinking not just about death but about the afterlife, and how they die. I know this may not have been what you were thinking but just ideas so bear with me.

Red - "Religious"
Purple - "Holding Cells"
Yellow - "Execution Rooms"
Blue - "Crematorium"
Orange - "Afterlife"

Feel free to steal my ideas.
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
User avatar
Corporal max is gr8
 
Posts: 3720
Joined: Sat Jan 21, 2006 6:44 am
Location: In a big ball of light sent from the future

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby WidowMakers on Tue Jul 29, 2008 8:34 pm

max is gr8 wrote:
EDIT: Oh yeah. I need good name ideas for the tombs and the 5 room groups and room names.


Just a brainstorm here, I'm thinking not just about death but about the afterlife, and how they die. I know this may not have been what you were thinking but just ideas so bear with me.

Red - "Religious"
Purple - "Holding Cells"
Yellow - "Execution Rooms"
Blue - "Crematorium"
Orange - "Afterlife"

Feel free to steal my ideas.

Thanks max those are great ideas. I will see what I can do. I plan on getting back to this after the USA 6 map pack. This map will be completely redone. I am trying to think of what and how I really want to do with this map. It will mainly be 1-ways (like level1) but will have a couple added twists (breakable walls and treasure). Just stay tuned

Image
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby max is gr8 on Wed Jul 30, 2008 1:25 pm

WOO! That's probably been the first time I've made a substantial difference to a map!
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
User avatar
Corporal max is gr8
 
Posts: 3720
Joined: Sat Jan 21, 2006 6:44 am
Location: In a big ball of light sent from the future

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby max is gr8 on Sun Aug 10, 2008 6:08 am

I plan on getting back to this after the USA 6 map pack


Is that after the map pack gets quenched or once the ball gets rolling a bit.
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
User avatar
Corporal max is gr8
 
Posts: 3720
Joined: Sat Jan 21, 2006 6:44 am
Location: In a big ball of light sent from the future

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Androidz on Tue Aug 12, 2008 9:32 am

http://forum.cartographersguild.com/sho ... php?t=2685

Its something in this tread which maybe you could use for your map idea.
Image
User avatar
Private Androidz
 
Posts: 1046
Joined: Mon Dec 03, 2007 11:03 am

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby MrBenn on Mon Oct 06, 2008 2:51 pm

This map has been moved into retirement.

WM, when you're ready to continue with this, let one of the CAs know and we'll get you back in the right place ;-)

Mr B
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Lieutenant MrBenn
 
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Bruceswar on Mon Feb 16, 2009 2:38 am

I hope sooner than later :D
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Shrinky on Fri Jul 03, 2009 6:59 am

bumpity bump :D

i sure hope we get the lvl 2 map up and running soon. the lvl 1 map is a tricky and interesting map to play and hopefully lvl 2 will also be good!
Highest Score-2505 (18/07/2010)
Major Shrinky
 
Posts: 403
Joined: Fri Aug 03, 2007 3:02 am
Location: As my flag says

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby WidowMakers on Sun Jul 05, 2009 3:07 pm

Shrinky wrote:bumpity bump :D

i sure hope we get the lvl 2 map up and running soon. the lvl 1 map is a tricky and interesting map to play and hopefully lvl 2 will also be good!
Glad you like Level 1.

I had started on Level 2 but it had some bad GP right at the start. I really don't want Level 2 to just be a new version of level 1. I want it to be unique in itself but still have the Draknor feel. (mainly 1-way arrows). It is not dead just not going right now.

WM
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Shanman on Mon Aug 10, 2009 11:10 am

WidowMakers wrote

It is not dead just not going right now.


Exactly, just like my cell phone's batteries aren't dead, it's just not working right now. :D

Seriously though, don't forget this project, I'm sure it will be great.

Regards, Shanman
User avatar
Cadet Shanman
 
Posts: 3
Joined: Sun Mar 22, 2009 9:43 pm

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Bruceswar on Tue Nov 03, 2009 1:33 am

Lets get this back! I cannot wait to play it. :)
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby Risky_Stud on Tue Nov 03, 2009 1:48 am

Bruceswar wrote:Lets get this back! I cannot wait to play it. :)


Yes, Yes, i agree!!!!
Image
User avatar
Private 1st Class Risky_Stud
 
Posts: 297
Joined: Sun Dec 24, 2006 12:04 am
Location: Recliner Surfing in my living room

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby WidowMakers on Tue Nov 03, 2009 7:29 pm

Bruceswar wrote:Lets get this back! I cannot wait to play it. :)

I was just thinking about this today. Since THE HIVE is very close from a GFX perspective, I think Level 2 might be next. (but then again don't hold your breath until I get a draft up.)
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby AndyDufresne on Wed Nov 04, 2009 7:50 pm

I'd like to see Level 2. This is one of the more unique map series that has been floating around.


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

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby jpcloet on Wed Nov 04, 2009 8:07 pm

Agreed, one of the better maps, and likely under appreciated.
User avatar
Sergeant 1st Class jpcloet
 
Posts: 4317
Joined: Sat Mar 17, 2007 9:18 am
Location: Greater Toronto Area

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby WidowMakers on Thu Nov 19, 2009 6:27 pm

Well it is time folks. Now that The HIVE has both its GFX and GP stamps, it is time to resurrect the Draknor Level 2 map.

I don't think anyone just wants a new layout from the current map. Just making a 44 territory 1-way only map with regular bonuses is not my idea of a new map.
That is why I am proposing a new door movement idea and a new bonus structure.

PROPOSED BONUSES - Standard Bonus groups and Capital bonus structure (See USA MAP PACK State Capital bonuses)
First the bonuses will still be zone based like the old map. But there will also be tombs throughout the catacombs. Hold 1 tomb for +1, hold 2 for +3 and so on.

New door movement ideas:
The single biggest feature of the first map was the use of 1-way doors ONLY. It is very unique and different.
Original Doors
Image

With Draknor Level 2, I wish to hold true to the uniqueness of the first but still be a unique map itself.
This is why I am proposing a new type of door system. Here are several new ones I have come up with.
2-way breakable wall door- this basically will represent a hole that a player can break through to get to another room. it will start with a higher number of neutrals (4-6). It will allow the map to slowly open up and become different over time.
Image
2-way regular doors (basically every other standard map connection) does not seem appropriate. Since the 2-way breakable serve the same purpose once broken through, I see no need for this very standard door.
2-way re locking door - This door will have 1 single neutral army on it that resets each turn. It basically becomes a door that must be opened (attacked) each round if it is closed.
Image


Now here is the thing. I only want to add 1 door type to the map. And since the theme is crypts and catacombs, I think the breakable 2-ways are the way to go.
The 3rd level will have all three door types.

So....
PROPOSED Door movement
Draknor Level 1 room movement options
100%Image
Draknor Level 2 room movement options
75%Image25%Image
Draknor Level 3 room movement options
60%Image20%Image20%Image
Is everyoen OK with this?
Please discuss.

Thanks
WM
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby natty dread on Thu Nov 19, 2009 6:51 pm

Wow, that's innovative. That plan sounds good... this way you'd have 3 "difficulty" levels, each having a more complex door system. Really nice.

Although, I'd rather make the relocking doors by having a large decay on them, something like -8. This way you could, if you have enough troops, hold the door for a turn or two if needed. After all, if you have enough people in your party, you can have someone hold the door open...
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby MrBenn on Thu Nov 19, 2009 6:53 pm

[moved] back into the drafting room.
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Lieutenant MrBenn
 
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby waseemalim on Thu Nov 19, 2009 6:59 pm

god forbid that I get lost here.
Life is what happens while you are busy playing Conquer Club.
Brigadier waseemalim
 
Posts: 520
Joined: Mon May 21, 2007 11:24 pm

Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Postby WidowMakers on Thu Nov 19, 2009 8:25 pm

natty_dread wrote:Wow, that's innovative. That plan sounds good... this way you'd have 3 "difficulty" levels, each having a more complex door system. Really nice.

Although, I'd rather make the relocking doors by having a large decay on them, something like -8. This way you could, if you have enough troops, hold the door for a turn or two if needed. After all, if you have enough people in your party, you can have someone hold the door open...

Good point. We are far from the 3rd level but we can keep this in the back until then.

Thanks
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Re: Dungeon of Draknor Level 2 -Back to Life

Postby Bruceswar on Fri Nov 20, 2009 3:15 am

I am excited to play this one! Looking forward to an update!
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Dungeon of Draknor Level 2 -Back to Life

Postby fumandomuerte on Fri Nov 20, 2009 3:46 am

I like the "2-way re locking door" but with more neutral troops at the start of each turn (something like 4).
You're one of my "map makers heroes" btw =P
Image
Thanks to the CC staff for the perma-ban on ۩░▒▓₪№™℮₪▓▒░۩!
User avatar
Captain fumandomuerte
 
Posts: 620
Joined: Sat Dec 29, 2007 1:27 am
Location: The Cinderella of the Pacific

Re: Dungeon of Draknor Level 2 -Back to Life

Postby WidowMakers on Sun Nov 22, 2009 9:08 am

Sorry for the delay on an update. I have been sort of incapacitated for the past few days.
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

PreviousNext

Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users