Page 3 of 7

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Sat Aug 24, 2013 7:05 pm
by Dukasaur
ManBungalow wrote:Number of Territories: I forget how many exactly, but 50-60

55

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Sat Aug 24, 2013 8:10 pm
by cairnswk
Dukasaur wrote:
ManBungalow wrote:Number of Territories: I forget how many exactly, but 50-60

55

need to add it to the front page guys - 55 that is. :)

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Sun Aug 25, 2013 5:58 pm
by ManBungalow
koontz1973 wrote:Any update coming?

I feel a little lost. I will get this quenched, I promise you. But I've kinda lost my enthusiasm.


Things I can do:

colour kingdoms in
give kingdoms names
write a legend
decide on the rebel bonuses
reevaluate the winning condition, like Aleena is suggesting

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Thu Aug 29, 2013 11:42 pm
by koontz1973
ManB, I really hope to see those changes very soon.

koontz

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Fri Aug 30, 2013 2:56 pm
by ManBungalow
Aleena wrote:And yet a third option -
The 3 Neutral guard spaces in front of the Stronghold can not be attacked unless you control at least one Rebel camp.

I'm not able to add another XML feature (such as conditional borders) as per the rules of the competition.

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Fri Aug 30, 2013 3:33 pm
by Aleena
That's ok....
Still a nice map -and I wish you the best...

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Fri Aug 30, 2013 3:41 pm
by ManBungalow
Click image to enlarge.
image


Where do I go from here?

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Fri Aug 30, 2013 3:53 pm
by Aleena
Kogtz and Dako leads to the Threshold
While Rjbeals leads to the Hidden Passage

Then Have the Threshold and the Hidden Passage lead into the center circle which is the Stronghold itself..

....

This might be out of left field... But some issues before from others was the concern about the victory condition being basically a race - all based on the Dice - little skill needed...

I'm not sure if I agree - but I have an idea that would fix this problem and change the whole dynamic of the board...

Have all players a PRESET starting Point and have PLAYER #1 start as the Stronghold.

So Player #1 will need to control all four Rebel Camps to win... Where as the rest of the players are all trying to get into the Stronghold to win... \

This way the Stronghold and it's defense is not a brainless neutral just waiting for the first player to capture it...

You can also make the Stronghold, Threshold, and Hidden Passage be a Bonus which player #1 starts with - to help balance out the fact that all the other players are targeting him....

Sort of a Lord of the Ring Feel - Where the Dark Lord is trying to claim all earth, while all the other players (Hobbits, Humans, Elves, Dwarves) have one major goal and that is to reach the Center of all evil where they can destroy the ring..

Now I not saying use a ring, or different races - just trying to get the idea across where Player #1 has a different Victory condition then the rest of the players - and all players are against Player #1 from winning..

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Sat Aug 31, 2013 12:58 am
by koontz1973
ManBungalow wrote:Where do I go from here?

What has changed ManB. This map is your responsibility to carry through to beta but after a month, you throw out a quick update after saying -
ManBungalow wrote:But I've kinda lost my enthusiasm.

does not show much promise.

Re: #GCCM Stronghold [7/7] Pages 1/2

PostPosted: Sat Aug 31, 2013 5:55 pm
by ManBungalow
Aleena wrote:Kogtz and Dako leads to the Threshold
While Rjbeals leads to the Hidden Passage

Then Have the Threshold and the Hidden Passage lead into the center circle which is the Stronghold itself..

....

This might be out of left field... But some issues before from others was the concern about the victory condition being basically a race - all based on the Dice - little skill needed...

I'm not sure if I agree - but I have an idea that would fix this problem and change the whole dynamic of the board...

Have all players a PRESET starting Point and have PLAYER #1 start as the Stronghold.

So Player #1 will need to control all four Rebel Camps to win... Where as the rest of the players are all trying to get into the Stronghold to win... \

This way the Stronghold and it's defense is not a brainless neutral just waiting for the first player to capture it...

You can also make the Stronghold, Threshold, and Hidden Passage be a Bonus which player #1 starts with - to help balance out the fact that all the other players are targeting him....

Sort of a Lord of the Ring Feel - Where the Dark Lord is trying to claim all earth, while all the other players (Hobbits, Humans, Elves, Dwarves) have one major goal and that is to reach the Center of all evil where they can destroy the ring..

Now I not saying use a ring, or different races - just trying to get the idea across where Player #1 has a different Victory condition then the rest of the players - and all players are against Player #1 from winning..

Again, Aleena, I can't add any other gameplay features due to the GCCM rules. I love your idea though, maybe for another map.

Re: #GCCM Stronghold [31/8] Page 5

PostPosted: Sat Aug 31, 2013 5:57 pm
by ManBungalow
Okay, so recent update shows some of the following features:

New legend text
Kingdom bonuses are now shown in the legend rather than in floating shields
Coloured kingdoms for better identification of borders
Each kingdom has a name
Decided on rebel territory feature: they bombard the stronghold

Re: #GCCM Stronghold [31/8] Page 5

PostPosted: Mon Sep 02, 2013 4:13 pm
by ender516
Aleena, there is no way to ensure that player 1 gets any particular starting position, as they are distributed randomly to the players before the remaining territories are dropped. And of course, player 1 (red) doesn't always go first, either, but that may not be critcal to your idea. I mention this more for less experienced readers who may be following this map.

Re: #GCCM Stronghold [31/8] Page 5

PostPosted: Fri Sep 13, 2013 5:03 pm
by ManBungalow
On the agenda:

To put a background to the legend so the text isn't floating overlapping the land/sea and otherwise looking ugly.


What else?

Re: #GCCM Stronghold [31/8] Page 5

PostPosted: Sun Sep 15, 2013 9:13 pm
by Bruceswar
I do not know what is next... Just wanna say this map is really pretty and I like what you have done.

Re: #GCCM Stronghold [31/8] Page 5

PostPosted: Thu Sep 19, 2013 7:23 pm
by ManBungalow
Thank you Bruce.

Different legend here:
Click image to enlarge.
image


Gameplay?
Graphics?

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Fri Sep 20, 2013 3:56 am
by koontz1973
ManB, will get with ian later this week and go over the map for all points to get the GP stamped soon.

A fdew things to check for me though in the mean time.
Font for region names. It looks to be in different sizes. Why?
Legend text - is going to be imposable to read when smaller. But again, it is an easy fix but again try to get the font size all the same for white and yellow texts.
Region names are in bold. Give the names a glow to make those ones stand out more.
Lower the grunge opacity. The top left cannot be seen easily without squinting.

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Fri Sep 20, 2013 9:13 pm
by ManBungalow
koontz1973 wrote:ManB, will get with ian later this week and go over the map for all points to get the GP stamped soon.

A fdew things to check for me though in the mean time.
Font for region names. It looks to be in different sizes. Why? I don't think it's different sizes. I've used one size for all region names (excluding Stronghold), and two sizes in the legend (the white text is slightly larger than the yellow text, just to make it stand out more). Any particular region? Some letters in that font just look abnormally big, but I can go correct specific names manually.

Legend text - is going to be imposable to read when smaller. But again, it is an easy fix but again try to get the font size all the same for white and yellow texts. I may have to use a different font for the small map. And can remove the actual image frame for some extra pixels (like the difference between small and large images of the Ireland map). Will experiment later.

Region names are in bold. Give the names a glow to make those ones stand out more. I've been trying to stay away from using glow here, but I think you're right that a highlight on the all CAPS region names would work.

Lower the grunge opacity. The top left cannot be seen easily without squinting. I can probably do this with a layer mask.

Thanks!

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Fri Sep 20, 2013 11:17 pm
by cairnswk
MB. on the GFX side...design....the legend is rectanuglar yet the map lines flow with lots of lovely curves.
It would be nice if the legend occupied that bottom corner and you could fit it into that area with a curved border rather than it being rectangular.

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Sat Sep 21, 2013 7:25 am
by ManBungalow
cairnswk wrote:MB. on the GFX side...design....the legend is rectanuglar yet the map lines flow with lots of lovely curves.
It would be nice if the legend occupied that bottom corner and you could fit it into that area with a curved border rather than it being rectangular.

This is a good idea.

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Sat Sep 21, 2013 5:38 pm
by DearCyrus
Maybe lighten it up overall, just a bit . ;)

Re: #GCCM Stronghold [20/9] Page 5

PostPosted: Fri Oct 04, 2013 2:10 pm
by ManBungalow
Minor updates in a couple of places and a different legend panel.

Click image to enlarge.
image

Re: #GCCM Stronghold [4/10] Page 5

PostPosted: Mon Oct 07, 2013 8:38 pm
by generalhead
Neat looking map. One this I see is the region lines aren't touching.
I can't wait to see where this map goes.

Re: #GCCM Stronghold [4/10] Page 5

PostPosted: Mon Oct 07, 2013 9:02 pm
by Bruceswar
generalhead wrote:Neat looking map. One this I see is the region lines aren't touching.
I can't wait to see where this map goes.



That is how it supposed to be. :)

Re: #GCCM Stronghold [4/10] Page 5

PostPosted: Tue Oct 08, 2013 6:29 pm
by ManBungalow
generalhead wrote:Neat looking map. One this I see is the region lines aren't touching.
I can't wait to see where this map goes.

I'm looking into nudging a few lines around slightly.

I wanted to achieve the border style you see in the Gargoyle bonus, but it's not entirely consistent across the map.

Re: #GCCM Stronghold [4/10] Page 5

PostPosted: Wed Oct 09, 2013 1:37 am
by koontz1973
OK, ManB, here is a list of things for you.
Legend.
Impassable: Mountains - Forests - Water (takes up a lot less room)
Bonuses, saying you get the bonus when you hold the entire kingdom is pointless, that is how it is done and players will know this. Remove this from the legend.
Again, saying the name for the bonus is in all caps, how is a non English speaking person to understand this? Give the bonus names a glow and make eack bonus area a slightly different shade of green. Then you can remove all of this from the legend.
The not part of any kingdom, again, this can just be removed. Saying those three are not part of the bonuses is not needed when the above different greens are done.
Autodeploys and bombardments.
Say this - Rebels (shield icon) receive a +2 auto deploy. Can bombard the stronghold.
Lower the +2 to a +1.
Bonus values:
Nexus 1
Sherwood 3
Gargoyle 3
Trout Bay 1
Darwin 1
Badlands 1
Salty Coast 1
Crown Plains 2
Gulf 2
Copper 2
These also need to be rearranged so the names in the legend read top left to bottom right.

Dak, RJ Beals, Koontz, they can attack and be attacked by the stronghold? If yes, then remove the arrows and make a break in the wall of the stronghold. The text for the stronghold win condition can go into the legend where it belongs. The extra space should allow you to make the text a lot clearer in the legend and allow you to make that flowing legend.