i think there are too many of these "starting point vs neutrals" type maps around...
Oh, and there aren't enough standard drop maps?
Moderator: Cartographers
i think there are too many of these "starting point vs neutrals" type maps around...
natty_dread wrote:i think there are too many of these "starting point vs neutrals" type maps around...
Oh, and there aren't enough standard drop maps?
porkenbeans wrote:@ cw,
1.) The cannon tower is higher elevation and the bricks will eventually be enlarged to make it more clear.
It still seems like it would have to either be extremely large or extremely high up.
2.) the castle IS brown.
I meant the moats. The castles I have seen all had brown moats.
3.) The color of the water in the moat is darker because it is deeper and also receives less light.
See above.
That being said, I am glad that you like it.
porkenbeans wrote:OK so I was trying to come up with some ways to make Siege II different from Siege I. This lead me to start eliminating various items from the map. I was eventually left with just the castle. So I decided that I would just start over.
With the coding limitations, it has become apparent to me, that the only place left for much room in the way of uniqueness, is in the graphics dept.
The gameplay has all been worked out to a science, and no matter which GP type you pick, the map will be just like a dozen others.
If you took away the graphics from all of the maps, you would be left with x's and o's and arrows. No 2 maps would be exactly the same, but close enough to it. there are only so many combination's of layouts, But in essence, with the GP having to meet the same requirements for all maps, In the end they are all pretty much the same thing, when it comes to working out your strategy. The over-attention to making everything equal, has assured this.natty_dread wrote:With the coding limitations, it has become apparent to me, that the only place left for much room in the way of uniqueness, is in the graphics dept.
The gameplay has all been worked out to a science, and no matter which GP type you pick, the map will be just like a dozen others.
That is so not true. There are still lots of things that can be done to make the gameplay unique. In fact every map's gameplay is unique, some are less original than others, but there's no 2 maps with exact same gameplay.
But there are still countless things that haven't been done in CC gameplay. You just need to use your imagination. Monsters is a good example of innovative gameplay. Another good example is Research & Conquer. And with more XML updates promised to come... who knows what kind of maps we can make a year from now?
Only limit to the originality/uniqueness of gameplay is your imagination. And the current XML of course, but it still gives you very much leeway, you just need to use that said imagination to get work around the obstacles...
porkenbeans wrote:If you took away the graphics from all of the maps, you would be left with x's and o's and arrows. No 2 maps would be exactly the same, but close enough to it. there are only so many combination's of layouts, But in essence, with the GP having to meet the same requirements for all maps, In the end they are all pretty much the same thing, when it comes to working out your strategy. The over-attention to making everything equal, has assured this.
I am afraid that you are misunderstanding what I intended to say. I was not trying to argue the old battle of gfx v gp. I have come over to the idea that the gp is very important, and I believe that if you re-read my post, you would see, that I acknowledge that the GP guys have worked it into a science. All I was trying to say was, I do not care one way or the other which type of gameplay is used for this project. I am told that the GP should come first. Well, here I am leaving it wide open for those that really know this stuff well, to render up some gameplay. I would even be open to doing this map to accommodate more than one type. In the end, a poll could determine which version is best.natty_dread wrote:porkenbeans wrote:If you took away the graphics from all of the maps, you would be left with x's and o's and arrows. No 2 maps would be exactly the same, but close enough to it. there are only so many combination's of layouts, But in essence, with the GP having to meet the same requirements for all maps, In the end they are all pretty much the same thing, when it comes to working out your strategy. The over-attention to making everything equal, has assured this.
I'm sorry but that's just total baloney.
Of course if you take away the graphics of a map you'll be left with a raw frame of a map, such as Classic shapes. But the graphics and gameplay should compliment each other. For example, when you have the castles in Feudal that can bombard all their respective territories, that gives an impression that the castles have cannons or catapults that can be used against enemy troops trying to siege them... there are numerous examples of how you can use the game engine to create a mood that supplements the theme of the map.
Porkenbeans, I understand that you're a "graphics guy", but there's still no need to downplay the importance of gameplay. In fact that is probably the worst way to go when you're looking for someone to do the gameplay for your map
But anyway, enough derailing this thread. If you want to continue this debate let's move it to the foundry discussions, eh? Or we can just agree to disagree on this...
Can not wait, any hint on the theme ?natty_dread wrote:Fair enough, let's leave it at that... Btw, if I find some spare time at some point I could give a shot at doing some gameplay sketches. I have a few ideas, but I need to develop them a bit further...
Yeah, that sounds cool. Maybe a flying dragon that u need to go through to save the queen.natty_dread wrote:Well, I've been thinking of a fantasy theme... however I haven't yet had time to develop it much, just a rough idea in my head... I'll try to get some work done on it this week.
You know, knights and dragons, princess-in-a-castle-needs-to-be-rescued- kind of thing
That's cool. I would like to see it. Again to you and anyone else that would like to take a stab at it, YOU DO NOT NEED TO BE AN ARTIST. You do not even need to have photoshop or comparable program. All you need is a printer to run off a few copies of the template. Then you can take any writing utensil, and scribble out your ideas. Then all you need to do is open a free account at any image hosting site such as photobucket. Upload your image and link to that image in this thread. I will be glad to help if you get stuck.DJ Teflon wrote:I'm still working on the diagram for the original images lol - hopefully I can get some decent scribbles on a pale print-out scanned at work tomorrow to show the ideas clearly.
00iCon wrote:same boring tunnel...
as i mentioned, can we have an inset of a cave network instead, which has multiple entrances and exits...
I have also been toying around with the idea of having a drop down menu for the legend.
I can not believe that it would be a dificult thing to make so. But if that is indeed the case, then how about a link to the legend. I see that Turny games have a link to the respective thread, so just make a link to a locked thread that displays the legend, and there could be included a map brief or summary there as well.natty_dread wrote:I have also been toying around with the idea of having a drop down menu for the legend.
The game engine does not support such things.
I can not believe that it would be a dificult thing to make so. But if that is indeed the case, then how about a link to the legend.
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