[Vaction valid until August 2014] Stronghold

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Re: GCCM Map Development thread - Stronghold

Postby ManBungalow on Sun Jun 30, 2013 3:15 pm

Thanks all for some good feedback so far.



Does anybody else feel this way?
dolomite13 wrote:I would actually suggest scrapping all of he graphics and starting from scratch...



dolomite13 wrote:...with colors for each "continent", water that is blue, and mountains that look more like mountains.

Mountains and probably water, yes. The continents...I quite like being able to see the ground colours everywhere. Maybe some colour in the region names instead like Africa II ? Link: http://maps.conquerclub.com/Africa_II2.S.jpg
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Re: GCCM Map Development thread - Stronghold

Postby Aleena on Sun Jun 30, 2013 3:21 pm

Love the Stronghold colors and design, make it a complete circle - and branch out from that - maybe having lighter color near the stronghold and slowly getting darker, creepier colors and graphics away from the Stronghold...

Also like the shields....

I did not see the mountains as mountains, I thought they were cavern walls - to me it looks like the stronghold in under ground - if they are mountains, and not cavern walls - then yes I agree, it would be nice with better mountains..

No one seems to like the color of the water and I have to agree with that as well...

But I do like the green shades of color of the areas... Maybe replace the mountains/cavern walls with Trees so that it goes better with the area colors and just have the stronghold located in the center of a forest near a lake or water - instead of in the mountains.
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Re: GCCM Map Development thread - Stronghold

Postby dakky21 on Sun Jun 30, 2013 9:04 pm

I like the map as it is, I'd only change color of terrain, like you have grain fields or swamps or low density forest.... and that's it. This one looks like a finished map to me :) and the font is fine :)
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Re: GCCM Map Development thread - Stronghold

Postby rishaed on Sun Jun 30, 2013 9:30 pm

I also think that the rebels need fixing, the thing is that simply put unlike the Siren's in Labyrinth they just autodeploy troops that you can't use/fortify with which thus makes the autodeploy useless. So lets say that you get eight guys on this map one takes the rebel territ, gets eliminated from every other territory on the map, but the Rebel base. Hes not eliminated but he can't win anymore either. It would cause frustration to players who this might happen to.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

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Re: GCCM Map Development thread - Stronghold

Postby dakky21 on Mon Jul 01, 2013 10:24 am

rishaed wrote: Hes not eliminated but he can't win anymore either. It would cause frustration to players who this might happen to.


Yeah that would suck. But then again, San Francisco has Alcatraz, where same idea is used and it works pretty well/funny.
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Re: GCCM Map Development thread - Stronghold

Postby Doc_Brown on Mon Jul 01, 2013 12:01 pm

What if you change it so that rebels border each other and they can 1-way attack the nearest army? That makes the rebels more useful and it introduces additional connections to the upper right portion of the map while sticking with the theme (rebels exchange information with each other and constantly harass the armies) and without having to add bridges or change the layout.
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Re: GCCM Map Development thread - Stronghold

Postby Aleena on Mon Jul 01, 2013 12:24 pm

Rebels border each other?
I actually prefer the Rebels scattered across the map as they are now.
What I think might be cool though is that even though the rebels are at 3 different corners of the map - that they are all connected to each other (as if they have a hidden passage between them which connects them.)

So they will be able to do the bombarding as you desire - but they also can only assault and move between each other.
So rebels from the east (for example) can reinforce the rebels to the west - if the west appears to be in trouble at the time - by traveling through an unseen (maybe underground) hidden rebel passageway. This way a player that has control over the rebels do not feel as trapped in those one spots and they can still move at least between themselves as they see the action move around the board.

So once a rebel all ways a rebel (can not leave a rebel space) - but can move between them (which are located at different corners of the map) and from each location they have their own bombardment sites. (They should expand their bombardment areas a little - I think 4 bombardment targets per rebel site would be nice.)

Over View:

Sun Rebels
Can Bombard:
.....Potter
.....Gargoyle
.....Bishop Plains
.....Minty Fields

Coven Rebels
Can Bombard:
.....Raven
.....Iron Mine
.....Murky Valley
....Nickel Mine

Night Rebels
Can Bombard:
.....Copper
.....Tin Mine
.....Brothers' Pass
.....Scavenger Mount

Lake Rebels
Can Bombard:
....Threadhare
.....Olive Trees
.....Hares
.....Isthmus


Adjacent spaces to the Rebels have a oneway connection with the rebels.
All Rebels are only connected to themselves (all other Rebels)
So each Rebel space will have 4 bombardment sites, and be able to move, attack or reinforce any of the other Rebel sites.


Suggested Bombardment areas have cross arrows on them.
Click image to enlarge.
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Re: GCCM Map Development thread - Stronghold

Postby ViperOverLord on Tue Jul 02, 2013 3:10 am

ManBungalow wrote:What Makes This Map Worthy of Being Made: idk


Uh, duh! That it won the huge competition!
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Re: GCCM Map Development thread - Stronghold

Postby ManBungalow on Tue Jul 02, 2013 7:19 am

Aleena wrote:
Click image to enlarge.
image

I dig this.
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Re: GCCM Map Development thread - Stronghold

Postby dolomite13 on Tue Jul 02, 2013 10:28 am

ViperOverLord wrote:
ManBungalow wrote:What Makes This Map Worthy of Being Made: idk


Uh, duh! That it won the huge competition!


Yes but that doesn't mean it makes it worthy of being played. It now has a chance to move through the forge the same as any other map.

I would love to see another fantasy based map as they are my favorite kind. However when looking at this map I don't feel any sense of High Fantasy. I'm sorry that I just don't. I feel the same as when I look at the classic map.

I know your not working on final graphics at the moment and that it is currently time for gameplay discussion, bonus amounts, etc... But I really hope that when you do start polishing the map you look at adding that high fantasy feel and theme to the map that it so deserves.

This is a great foundation for a map and I look forward to seeing how it develops.

Just my 13 cents worth

=D13=

:ugeek:
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Re: GCCM Map Development thread - Stronghold

Postby Aleena on Tue Jul 02, 2013 11:14 am

What was the point of the competition - if map just has to take it's chances through the stamping process just like all the other maps that was not in the competition?

Not saying that I do not think that this map should be worked on and improved as much as possible, just don't understand the competition thing I guess ... (well I am a noob... :( )

You feel the same when looking at this map as you do looking at the classic? "Wow, that is a great complement - for the classic map is one of the most used maps on this site - that might show that this map all ready ranks as a high playing map even before it is map..)

Theme - to me it appears that the theme is that the Invaders to this area (the players) wish to storm the stronghold and loot it for all it's goods... Unfortunately so does all the other players wish to do the same thing - so this will not only be a battle of the stronghold, yet it will also be a struggle to fight off all these other greedy invaders - and if that was not bad enough - your men run into a huge organized clan of Rebels just in the outskirts whom will kill anyone that travels across their lands and that includes you - unless you find a way to work into their ranks and if so - you might be able to use these rebels to help you slow down those other greedy invaders as you try to take the stronghold for your own....

I do not think it needs anymore of a theme then this - and this is all understood and did not need to be written, it just needs some close minded players to open their own imagination and enjoy a battle on a battlefield no matter what reason you are there for....
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Re: GCCM Map Development thread - Stronghold

Postby dolomite13 on Tue Jul 02, 2013 3:36 pm

I am sure that ManBungalow will take into consideration peoples feedback and adjust the map as it goes through the foundry. I have no doubt that the final map will be something I want to play.

=D13=
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Re: GCCM Map Development thread - Stronghold

Postby ManBungalow on Sun Jul 07, 2013 12:38 pm

Some graphical changes.

Plus a bridge.

I'd like to have the rebel territories to have a bombard range of 2. But also able to attack out (range 1) as usual? This change isn't yet included in the updated image.

I really had in mind that the rebels be like neutral regions...not involved in the goings-on of the kingdoms, hence the initial stay-on-one-spot feature.

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Re: GCCM Map Development thread - Stronghold

Postby Dukasaur on Mon Jul 08, 2013 3:04 pm

ManBungalow wrote:Does anybody else feel this way?
dolomite13 wrote:I would actually suggest scrapping all of he graphics and starting from scratch...

...with colors for each "continent", water that is blue, and mountains that look more like mountains.

Mountains and probably water, yes. The continents...I quite like being able to see the ground colours everywhere.

Don't change it. I don't want realistic mountains or realistic water. The map is quirky, it looks hand-drawn, and that is the charming attraction of it, to me.

It's fine just the way it is.
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Re: GCCM Map Development thread - Stronghold

Postby ManBungalow on Fri Jul 12, 2013 3:32 pm

Is the font sample given here better than the current font?

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