Castle Lands [Quenched]
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- sailorseal
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Re: Castle Map (updated 01-05: New Graphic on pg 4)
I hate the new background in version 5.1 go back to 4.
- thenobodies80
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Re: Castle Map (updated 01-05: New Graphic on pg 4)
Bow down to Mr.Benn!MrBenn wrote:Personally, I think it would be nice if the territories/regions had names instead of numbers - but only because it lends more to the imagination...
These are only suggestions:
The Fields could beThe forest could be:
- 1. Wheat
2. Oats
3. Maize
4. Barley
5. Rye / Ryegrass
6. Oilseed
7. CottonThe mountains could be:
- 1. Thicket
2. Wildwood
3. Forest
4. Woodland
5. CoppiceThe desert could be:
- 1. Heights
2. Ridge
3. Peak
4. Precipice
5. Pass
6. RangeThe courts could be named for kings or queens, or seasons, or different types of garden?
- 1. The Flats
2. Wasteland
3. Barren Land
4. Wilderness
5. Quicksand
6. Dunes
7. Savannah
The towers could be named after their quadrant: "Mountain Tower" etc.
Wonderful choice!
- thenobodies80
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Re: Castle Map (updated 01-05: New Graphic on pg 4)
Viscount?pikkio wrote:good idea! but i never can find all this names by myself, cause i don't know english so much.. thanx a lot! for the court i'm thinking to use the noble titles but i don't know 8 different titles in english..
Lord
Duke
Count
Prince
Queen
King
...
...
please, help me! ^_^
Archduke?
Baron?
Princess?
Choose one....
I'm complitely opposite with this :
i think 5.1 is a good choice go straight pikkio.sailorseal wrote:I hate the new background in version 5.1 go back to 4.
- EagleofGreenErth
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Re: Castle Map (updated 01-05: New Graphic on pg 4)
Rankings from lowest to highest-
Barons/Baronesses
Viscount/Viscountess
Earl/Countess
Marquess/Marchoiness
Duke/Duchess
There's 5... maybe add a Lord, Sir, Lady, Princess, Vicar, (Arch)bishop, etc
Barons/Baronesses
Viscount/Viscountess
Earl/Countess
Marquess/Marchoiness
Duke/Duchess
There's 5... maybe add a Lord, Sir, Lady, Princess, Vicar, (Arch)bishop, etc
- thenobodies80
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Re: Castle Map (updated 01-05: New Graphic on pg 4)
EagleofGreenErth wrote:Rankings from lowest to highest-
Barons/Baronesses
Viscount/Viscountess
Earl/Countess
Marquess/Marchoiness
Duke/Duchess
There's 5... maybe add a Lord, Sir, Lady, Princess, Vicar, (Arch)bishop, etc
good work EagleofGreenErth
Re: Castle Map (updated 01-05: New Graphic on pg 4)
THANX TO ALL!! ^_^
version 5.2 with new names is relased! i'm waiting for new suggests!
version 5.2 with new names is relased! i'm waiting for new suggests!
- EagleofGreenErth
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Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
Really am loving this map right now! One question, whats determined the bridge names? It seems you have north (N), east (E), south (S).... but the west one is (O)? o_O
Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
I'm guessing it comes from Nord, Sud, Est, Ouest?

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
uhauhauhauha!sorry, my mistake! in italian is: Nord, Sud, Est, Ovest! 
in next version i will correct it!
in next version i will correct it!
- EagleofGreenErth
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Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
Ah ok! Hmm, well I'd say that you should leave it as is if you had those all spelled out... but since you just have the first letter I think changing it to W is best. 
Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
I like the look and feel of the map, but there are several things that still need a bit of work - the territory borders seem a bit too big and bright, while the background texture brings too much attention to itself.
My biggest concern at the moment is gameplay.... I'm not sure there's been a lot of discussion about how things will turn out during a game? Part of me thinks that the castle bonuses are a bit too high, and I'm not entirely sure how the attack routes work - particularly in the Castle and the Bridges.
Anyway, despite my concerns, this map is beginning to feel like it's coming to life...
[Advanced Draft]

My biggest concern at the moment is gameplay.... I'm not sure there's been a lot of discussion about how things will turn out during a game? Part of me thinks that the castle bonuses are a bit too high, and I'm not entirely sure how the attack routes work - particularly in the Castle and the Bridges.
Anyway, despite my concerns, this map is beginning to feel like it's coming to life...
[Advanced Draft]


PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Castle Lands (updated 01-08:version 5.2 with new names pg 4)
wow!!!
you cant understand how i'm happy!!!
so, i corrected the name of the West Bridge, and i made smaller the territory borders (now it looking really better! thanx!).
the gameplay it's only an example at this time, and i need your help to fix it. please suggest!!
relased version 5.3
you cant understand how i'm happy!!!
so, i corrected the name of the West Bridge, and i made smaller the territory borders (now it looking really better! thanx!).
the gameplay it's only an example at this time, and i need your help to fix it. please suggest!!
relased version 5.3
- EagleofGreenErth
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Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
Thats a beautiful map. 
I'm so happy it is moving along! Congrats!
But yes, the gameplay in the center is confusing right now.... what can attack the towers? What can attack the castle? What can the castle attack?
I'm so happy it is moving along! Congrats!
But yes, the gameplay in the center is confusing right now.... what can attack the towers? What can attack the castle? What can the castle attack?
Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
the castle can attack the towers and all the courts.
the towers can attack the castle and 2 courts heac (for example, mountain tower can attack bishop e vicair), and can bombard the territories on its quadrant adjacent the fosse (mountain tower can bombard Precipice, Ridge and Peak)
the catapults can bombard the tower in its quadrant, but someone has suggest they maybe can bombard something else (like the opposite catapult, or the left and right catapults).
i thought that the gameplay become more similar to an assault at the castle if it has a more interesting bonus. at this moment i don't know how it's better to do this, and if it's a good idea.. maybe it can give 1 or 2 army a round to the owner, but deployed directly in the castle and not in the army deploy at the start of the turn...
the towers can attack the castle and 2 courts heac (for example, mountain tower can attack bishop e vicair), and can bombard the territories on its quadrant adjacent the fosse (mountain tower can bombard Precipice, Ridge and Peak)
the catapults can bombard the tower in its quadrant, but someone has suggest they maybe can bombard something else (like the opposite catapult, or the left and right catapults).
i thought that the gameplay become more similar to an assault at the castle if it has a more interesting bonus. at this moment i don't know how it's better to do this, and if it's a good idea.. maybe it can give 1 or 2 army a round to the owner, but deployed directly in the castle and not in the army deploy at the start of the turn...
- EagleofGreenErth
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Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
Ok thats what I thought.... but the castle has like 12 spots that can attack it? o_O
- The Neon Peon
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Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
The graphics are improving, but they need to flow from one region to another. Right now, the mountains/forest/plains come to an abrupt end when they hit each other. You need to transition from one region to another.
the map itself is way too symetrical. The territories are fine, but I would suggest adding a bend in the river or something. Make it seem more natural, and less drawn. Same with the bonuses. They don't have to extend in almost a straight line. Add a territory to one and subtract one from another.
This will make the map more visually appealing.
the map itself is way too symetrical. The territories are fine, but I would suggest adding a bend in the river or something. Make it seem more natural, and less drawn. Same with the bonuses. They don't have to extend in almost a straight line. Add a territory to one and subtract one from another.
This will make the map more visually appealing.
- sailorseal
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Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?
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LED ZEPPELINER
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Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
maybe try reading the xml guide bye yeti csailorseal wrote:I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?
- thenobodies80
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BRIDGES & SOME SUGGESTIONS
thank you led zeppeliner...LED ZEPPELINER wrote:maybe try reading the xml guide bye yeti csailorseal wrote:I like the idea of catapults
Could you make some sort of drawbridge kind of thing where each drawbridge can only be used once every other turn or does the current xml not support that?
I'll develope the xml for this map, sailorseal , and i think that now isn't possible to do that.
For pikkio:
Now bridge are territories, but not continets.
You decided to put them on the line with a +1 for bridge owned...
I think it's better to do something similar to that:
- 1 bridge = +1
- 2 bridges = +3
- 3 bridges = + 4
- 4 bridges = + 6
I think that castle, for position, is the center of this map and this bonus can make game more funny and players will be involved to try to take it!
What do you think?
Another last little suggestion,
i think that is more immediately to see the fosses drawn on the working legend than to write down that fosses are impassable borders, you can do that like this:
http://www.conquerclub.com/maps/BeNeLux.S.jpg
all the impassable borders are drawn on legend.
Thenobodies80
Re: Castle Lands (update 01-11: v. 5.3 pg 5 - Advanced Draft)
i made a substantial change on gameplay.
i put some walls around the castle that are impassable borders and protect it from the courts. in this mode, the only way to conquer the castle is by attacking from the towers.
i also lowered the power of the towers and reduce theirs bombard range only to the territory with catapult (in the same quadrant).
then i recalculated the bonuses, and give at the bridges more importance like the suggest of thenobodies (thanx to him for the idea of the walls, too).
now relase the version 6. tell me what do you think!
i put some walls around the castle that are impassable borders and protect it from the courts. in this mode, the only way to conquer the castle is by attacking from the towers.
i also lowered the power of the towers and reduce theirs bombard range only to the territory with catapult (in the same quadrant).
then i recalculated the bonuses, and give at the bridges more importance like the suggest of thenobodies (thanx to him for the idea of the walls, too).
now relase the version 6. tell me what do you think!
- thenobodies80
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Re: Castle Lands (update 01-15: change on gameplay pg.5)
perfect Pikkio,
i think you are going on the right way now!
I think map is better now.
i will check all bonuses, because bonuses i've made are on the 5.3 map.
You have to show to community the bonuses formula...read here
Anyways, i will send to you the new bonuses if something change in my opinion.
For me is ok the V6 map.
Good work
Ps. I think you have to cut the older V.4 on the first post, left it in the first post as a link but remove the bigimg, because now the first post it's a little too "bigimged"
i think you are going on the right way now!
I think map is better now.
i will check all bonuses, because bonuses i've made are on the 5.3 map.
You have to show to community the bonuses formula...read here
.oaktown wrote:Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.
Anyways, i will send to you the new bonuses if something change in my opinion.
For me is ok the V6 map.
Good work
Ps. I think you have to cut the older V.4 on the first post, left it in the first post as a link but remove the bigimg, because now the first post it's a little too "bigimged"
- EagleofGreenErth
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Re: Castle Lands (update 01-15: change on gameplay pg.5)
Looks GREAT! Castle walls may be a bit hard for some to see but yeah. Lets get the bonuses down first!
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LED ZEPPELINER
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Re: Castle Lands (update 01-15: change on gameplay pg.5)
are there any certain starting positions
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Re: Castle Lands (update 01-15: change on gameplay pg.5)
at this moment no, but it can be an idea.. what do you think in particular?LED ZEPPELINER wrote:are there any certain starting positions
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LED ZEPPELINER
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Re: Castle Lands (update 01-15: change on gameplay pg.5)
I was thinking that you started on the outside, and the couryards and castle and towers and bridges were all neutral, but i don't know whether that would take a way from the gameplay, but with 8 players in 4 regions, it could probably be devided evenly
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy



