Conquer Club

Labyrinth [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Labyrinth [Quenched]

Postby koontz1973 on Mon Oct 21, 2013 5:22 am

Faro wrote:I have a quick question regarding this map (really nice one btw).
It's my first team/polymorphic game and I am unsure on how to manage Prometheus: does the player attacking true the ring of fire needs to be the same as the one holding Prometheus?

Never-mind I found it by looking at the thread. Can the mapmaker make a note of it on the first page of this thread, I am pretty sure some other people will have the same question.

Thank you

It is noted on the map. :?
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [Quenched]

Postby Faro on Mon Oct 21, 2013 8:12 am

Yes I know it's on the map. What I meant is that it was (at least for me) unclear when he come to team game if a member can hold Prometheus while another one attack true the ring of fire.

For me it make sense that only the player that hold it can attack but I was not sure. I went to the thread to check and did not find that information on the first post, therefore I asked,

Does it make sense what I ask or it is just me who has a small brain today :)
User avatar
Captain Faro
 
Posts: 362
Joined: Sun Oct 19, 2008 3:31 pm

Re: Labyrinth [Quenched]

Postby koontz1973 on Mon Oct 21, 2013 10:01 am

Faro wrote:Yes I know it's on the map. What I meant is that it was (at least for me) unclear when he come to team game if a member can hold Prometheus while another one attack true the ring of fire.

For me it make sense that only the player that hold it can attack but I was not sure. I went to the thread to check and did not find that information on the first post, therefore I asked,

Does it make sense what I ask or it is just me who has a small brain today :)

Small brain, only your mother can say. :P

I will add to the OP this week a set of rules for everyone.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [Quenched]

Postby Gilligan on Mon Oct 21, 2013 11:13 am

It's a general rule that polymorphic games work like team games - you can't mutually hold a bonus, you can't mix up conditional borders, can't reinforce through members, etc etc
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [Quenched]

Postby Faro on Tue Oct 22, 2013 1:05 am

Conditional border are pretty new, it make sense that the same player needs to have it, but in case of doubt it's nice to be able to read it somewhere ;)

BTW great job by the foundry community lately, loving those new maps
User avatar
Captain Faro
 
Posts: 362
Joined: Sun Oct 19, 2008 3:31 pm

Re: Labyrinth [Quenched]

Postby Blakkrose on Fri Oct 25, 2013 3:46 am

koontz1973 wrote:
Blakkrose wrote:Hello,
i'm playng this game: Game 13157636

For the first time, after several games played, I attached a Siren with a good number of troops and I realized that once taken can no longer use those troops that have entered the territory.
I can not even transfer at the end of turn.
For me this is a bug!

Not a bug, they work as intended. They give a big bonus for one region so you need to defend them. With how many you defend them with is up to you.

I understand but the fact remains that the Sirens are blind territories, traps! I can not get out.
Is this right? is allowed in the creation of maps?
User avatar
Private Blakkrose
 
Posts: 315
Joined: Sun Feb 08, 2009 3:30 pm

Re: Labyrinth [Quenched]

Postby koontz1973 on Fri Oct 25, 2013 5:01 am

Blakkrose wrote:I understand but the fact remains that the Sirens are blind territories, traps! I can not get out.
Is this right? is allowed in the creation of maps?

Yes it is right, yes you can do it on maps. In fact the sirens are not the first map to have them. San Francisco map has Alcatraz which is also one.
Image
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Labyrinth [Quenched]

Postby codierose on Sun Oct 27, 2013 3:41 pm

koontz1973 wrote:
Blakkrose wrote:Hello,
i'm playng this game: Game 13157636

For the first time, after several games played, I attached a Siren with a good number of troops and I realized that once taken can no longer use those troops that have entered the territory.
I can not even transfer at the end of turn.
For me this is a bug!

Not a bug, they work as intended. They give a big bonus for one region so you need to defend them. With how many you defend them with is up to you.

but does it explain anywhere once siren taken you are stuck
your example of san fran clearly shows arrows what does this map have.
also sirens dont look nothing like the pic in the legend not very clear at all should be the same or nothing at all very confusing. Same for the pic for the sirens call is alluring what does that pic represent ? again very confusing people are going to get caught out all the time not fair for new players.
Also whilst I'm bitching text hard to read especially on small map and whilst using a phone.
apart from this great map :D =D>
Major codierose
 
Posts: 1561
Joined: Sun Jul 27, 2008 5:50 pm
Location: RANDOMBULLSHIT.ORG

Re: Labyrinth [Quenched]

Postby Gilligan on Wed Oct 30, 2013 3:52 pm

D5 is incorrectly marked as D4 in the XML
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [Quenched]

Postby Gilligan on Wed Nov 13, 2013 1:52 pm

Forgot to post this, but i fixed it.
Attachments
Labyrinth.xml
(49.95 KiB) Downloaded 1226 times
Image
User avatar
Captain Gilligan
 
Posts: 12478
Joined: Thu May 11, 2006 4:59 pm
Location: Providence, RI

Re: Labyrinth [Quenched]

Postby thenobodies80 on Mon Nov 25, 2013 4:53 pm

Gilligan wrote:Forgot to post this, but i fixed it.


Uploaded for testing. Please try it even if it's just a name change. I'll send it for live upload in 24 hours.
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Labyrinth [Quenched]

Postby SiriusCowKing on Wed Oct 01, 2014 4:21 pm

Every image in first post are missing. Could you repost the images so we can see the neutrals? This is very useful for fogged games.
There are no stupid questions, only stupid people.
Image
User avatar
Captain SiriusCowKing
 
Posts: 213
Joined: Thu Aug 01, 2013 10:29 pm
Location: Montreal

Re: Labyrinth [Quenched]

Postby agentcom on Sun Jan 31, 2016 1:38 pm

SiriusCowKing wrote:Every image in first post are missing. Could you repost the images so we can see the neutrals? This is very useful for fogged games.


I hope they have been saved somewhere or can be reproduced. That's the problem with relying on external image hosting, particularly for the Foundry.
User avatar
Brigadier agentcom
 
Posts: 3988
Joined: Tue Nov 09, 2010 8:50 pm

Re: Labyrinth [Quenched]

Postby karolus on Sat Jul 17, 2021 3:12 pm

hello, in a teams game, it is enough that one of the team members take control of Prometeus so the slave entrance can be attacked by any team member? or it is exclusive, i.e. only the player controlling Promoteus can do that?
User avatar
Cadet karolus
 
Posts: 3
Joined: Sun Apr 22, 2018 4:57 pm
Location: The 9th circle of Hell

Re: Labyrinth [Quenched]

Postby iancanton on Sat Jul 17, 2021 4:54 pm

agentcom wrote:
SiriusCowKing wrote:Every image in first post are missing. Could you repost the images so we can see the neutrals? This is very useful for fogged games.

I hope they have been saved somewhere or can be reproduced. That's the problem with relying on external image hosting, particularly for the Foundry.

Image

karolus wrote:hello, in a teams game, it is enough that one of the team members take control of Prometeus so the slave entrance can be attacked by any team member? or it is exclusive, i.e. only the player controlling Promoteus can do that?

only the player controlling prometheus can attack a slave entrance.

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2431
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Labyrinth [Quenched]

Postby danalan on Wed Dec 21, 2022 12:08 am

I've played (am playing) this map in Trench, with Zombie Spoils. This creates a real problem with the gameplay, because a player can do everything correctly, and still be wiped out by a card that matches his start entrance. It's disheartening, to say the least.
Game 22058318
I can think of two solutions - Allow players to attack entrances that are neutral through the Ring of Fire; or
Disable cards for entrances. Either one would solve the problem of Trench + Zombie, but I think to maintain the Prometheus goal that disabling cards for entrances makes the most sense.

Thank, love the map on every other mode I've played.
http://flippingout.tumblr.com http://bitterrootbrakes.blogspot.com Best Score: 2564, Colonel. Ranked #223
Wondering about my Avatar? It's a Bullet Ant.
User avatar
Cook danalan
 
Posts: 368
Joined: Wed Jan 23, 2008 9:11 pm
Location: Last house on the left.

Previous

Return to The Atlas

Who is online

Users browsing this forum: No registered users