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Island of Doom

PostPosted: Sat Oct 15, 2011 4:56 pm
by DiM
Map Name: Island of Doom
Mapmaker(s): DiM, zimmah
Number of Territories: 72 - 20 start as neutral, 52 are distributed
Special Features: bombardments, lots of neutrals, winning objectives, non-classic gameplay
What Makes This Map Worthy of Being Made: it's the island of fricking DOOM :twisted:
Stamps:
ImageImage Image Image Image Image

Gameplay: every important terit (temples, radio antennas, volcano, military base, villages) starts as neutral (temples and antennas = 3, all villages = 2, volcano and military base = 5) while everything else is randomly distributed.


final images:
xml: http://zimmah.webs.com/islandofdoomv1.3.xml


large:http://img580.imageshack.us/img580/2506/islandofdooml.png
Click image to enlarge.
image

small:http://img838.imageshack.us/img838/2802/islandofdooms.png
Click image to enlarge.
image



show: V14

show: V13

show: V12

show: V11

show: V10

show: V9

show: V8

show: V7

show: V6

show: V5

show: V3

show: V2

show: V1

Re: Island of Doom [16.Oct.11] - V1 - p1

PostPosted: Sat Oct 15, 2011 5:02 pm
by zimmah
wow, you kinda took all clichés and put them together in one map? :p

Re: Island of Doom [16.Oct.11] - V1 - p1

PostPosted: Sat Oct 15, 2011 5:10 pm
by DiM
zimmah wrote:wow, you kinda took all clichés and put them together in one map? :p


in the next episode the long lost twin brother that everybody thought was dead turn out it actually is dead.... a living dead, brought back by a spell to suck blood from cheerleaders. :lol:

Re: Island of Doom [16.Oct.11] - V1 - p1

PostPosted: Sat Oct 15, 2011 6:05 pm
by Victor Sullivan
Reminds me of ManBungalow's "Marooned" to an extent.

-Sully

Re: Island of Doom [16.Oct.11] - V1 - p1

PostPosted: Sat Oct 15, 2011 6:39 pm
by Industrial Helix
I'd like to see more quirks and story items like that giant octopus.

Re: Island of Doom [16.Oct.11] - V1 - p1

PostPosted: Sat Oct 15, 2011 9:29 pm
by DiM
V2:
*added terits, names, military base, temples, radio antennas, villages, roads, paths and a lot of other stuff.
*reduced the size from 1000*1200 to 1000*900

image uploaded in the first post.

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 2:29 am
by Flapcake
Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 8:17 am
by DiM
Flapcake wrote:Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.



thanks for your comments. the military base is part of a winning objective together with the 3 radio antennas. since it is so important it will have quite a few neutral armies, that's why there's a way to pass through the red zone but not through the army base. this why you'll have to deal with the neutrals only when you go for the objective.

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 8:26 am
by ManBungalow
As with any good objective-based map, needs more regions/bonuses.

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 8:46 am
by DiM
ManBungalow wrote:As with any good objective-based map, needs more regions/bonuses.


why?

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 9:23 am
by Flapcake
DiM wrote:
Flapcake wrote:Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.



thanks for your comments. the military base is part of a winning objective together with the 3 radio antennas. since it is so important it will have quite a few neutral armies, that's why there's a way to pass through the red zone but not through the army base. this why you'll have to deal with the neutrals only when you go for the objective.


Ahh ofcourse. (the eyes are the first you go blind on #-o )

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 12:37 pm
by isaiah40
Your Supersize Application has been approved!
Image

Re: Island of Doom [16.Oct.11] - V2 - p1

PostPosted: Sun Oct 16, 2011 6:50 pm
by DiM
thanks for the stamp isaiah.

and here's the final draft ready for gameplay discussions.

V3:
*added all terit names
*all bonuses
*starting neutral values are set, everything else is randomly distributed

so, can i get some gameplay feedback please? and a draft stamp :P

Click image to enlarge.
image

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Sun Oct 16, 2011 9:12 pm
by Victor Sullivan
The Military Base and Volcano don't serve much purpose other than for their respective objectives. Maybe include some nice one-way attacks, like Volcano ---> Netiro, Volcano ---> Polt, Volcano ---> Vuner, Secret Base ---> Jurib. Also, the dark, "gritty" metal background for the legend doesn't really work well with the font. I'd suggest picking a different font for the legend. You should make the map overall darker and "grittier" to give it more worthy of the descriptor, "DOOM" ;)

-Sully

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Sun Oct 16, 2011 9:14 pm
by lostatlimbo
Where the hell are the polar bears? And the smoke monster?

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Sun Oct 16, 2011 9:28 pm
by DiM
Victor Sullivan wrote:The Military Base and Volcano don't serve much purpose other than for their respective objectives. Maybe include some nice one-way attacks, like Volcano ---> Netiro, Volcano ---> Polt, Volcano ---> Vuner, Secret Base ---> Jurib. Also, the dark, "gritty" metal background for the legend doesn't really work well with the font. I'd suggest picking a different font for the legend. You should make the map overall darker and "grittier" to give it more worthy of the descriptor, "DOOM" ;)

-Sully


the legend is still a work in progress. in fact the background is taken from the steamworks map :)

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Sun Oct 16, 2011 9:30 pm
by DiM
lostatlimbo wrote:Where the hell are the polar bears? And the smoke monster?


maybe in the next one :)

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Sun Oct 16, 2011 9:32 pm
by Victor Sullivan
lostatlimbo wrote:Where the hell are the polar bears? And the smoke monster?

Yeah, and the DHARMA stations and giant stone foot? The hell is wrong with you, DiM??!

-Sully

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 4:45 am
by grifftron
Victor Sullivan wrote:
lostatlimbo wrote:Where the hell are the polar bears? And the smoke monster?

Yeah, and the DHARMA stations and giant stone foot? The hell is wrong with you, DiM??!

-Sully



Please don't go towards LOST because that would be silly... but I do agree with lostatlimbo.. this is the f'ing "Island of Doom!"... you gotta make it dark, scary.. have monsters, fires, blood and whatever else makes things scary!... looking at your past maps, you obviously could do something like that, its just not living up to its name atm IMO

-griff

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 4:56 am
by Victor Sullivan
grifftron wrote:
Victor Sullivan wrote:
lostatlimbo wrote:Where the hell are the polar bears? And the smoke monster?

Yeah, and the DHARMA stations and giant stone foot? The hell is wrong with you, DiM??!

-Sully



Please don't go towards LOST because that would be silly... but I do agree with lostatlimbo.. this is the f'ing "Island of Doom!"... you gotta make it dark, scary.. have monsters, fires, blood and whatever else makes things scary!... looking at your past maps, you obviously could do something like that, its just not living up to its name atm IMO

-griff

Lol, griff, I was JKing.

-Sully

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 7:31 am
by DiM
ok so despite what people might think my inspiration source is not LOST. in fact i have never seen a single episode of LOST. maybe they had a dark scary place there but that's not really what i'm aiming for.
in fact my inspiration source is DEAD ISLAND, for those that played the game they surely know it was a bright lush nice place with gorgeous scenery and yet any time you heard a screamer you'd shit your pants not knowing where the freaking zombies would attack from. point is it doesn't have to be dark to be scary.

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 9:08 am
by AndyDufresne
I like the overall aesthetic of this map, and knights and warlocks. I'd probably play this a lot more than knights and warlocks though, since K&W feels like some of your other maps dressed up a little differently.

Best of luck.


--Andy

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 11:00 am
by Gillipig
Reminds me very much of your other map Knights and Warlocks. Are you planning to go ahead with both of them or just trying two ideas out and then choosing one to go ahead with?

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 12:59 pm
by DiM
Gillipig wrote:Reminds me very much of your other map Knights and Warlocks. Are you planning to go ahead with both of them or just trying two ideas out and then choosing one to go ahead with?


aside from some graphic resemblances the rest is completely different. both the theme and the gameplay are completely different than Knights and Warlocks.

so obviously i'm going forward with both.

Re: Island of Doom [17.Oct.11] - V3 - p1

PostPosted: Mon Oct 17, 2011 4:45 pm
by Gillipig
DiM wrote:
Gillipig wrote:Reminds me very much of your other map Knights and Warlocks. Are you planning to go ahead with both of them or just trying two ideas out and then choosing one to go ahead with?


aside from some graphic resemblances the rest is completely different. both the theme and the gameplay are completely different than Knights and Warlocks.

Graphics is the first second and third thing I look at. Takes me a long time before I even start looking at the gameplay. Just how my eyes work I guess.