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PostPosted: Fri Dec 28, 2007 3:39 pm
by WidowMakers
OK Play testing done! Here is Version 13. Lucky 13 :twisted: :twisted: :twisted:

Special Thanks to (in no particular order)Serbia, Mr. Nate, Big Jon, Krueger, littilj for helping play test.

Changes:
    1) Faith group increased in territory size by 1 (taking artifactory from Magic and renaming it Chapel while renaming the current chapel, the confessional). This also was to lower the number of territories that magic has (old was 12). Magic now has 11.
    2) The arrow from the Library to the Component Closet was switched. The old map would allow a player to defend the entire left side of the magic area by only holding the Dormitory. By switching this arrow the defense of the magic area was made more difficult plus since the only way to get to Faith from Magic was the old artifactory, defending the Faith area was too easy.
    3) The main gate was taken out of the Halls group and will start with 3 neutrals. It just made the Halls harder to hold and with the current direction of the arrows, It does not affect either the borders or attack positions of the three groups at the bottom (Magic, Might, Halls)
    4) When looking over the map after playing a while it was easy to see that the halls were really the only thing that could attack and be attacked by each other group. This was fixed.

    We decided that each bonus group needed to be able to attack, directly, at least 2 other bonuses.

    Faith/Magic/Halls: By including the old Artifactory (now Chapel) to the Faith group the number of borders did not go up. But we still had the problem that the new chapel was cutoff from the rest of Faith. We then shortened the West Hall and made the sleeping arcade adjacent to the new chapel.
    The chapel can now attack the West Hall (previously the Sleeping arcade could).

    Halls/Stealth/Might: With the old map the Might group could only attack the Halls. With the main gate removed from the Halls group the ready room can attack across to the Practice Range but not directly. We also thought that the number of borders for the 2nd largest group should be higher than three.

    So we decided to have the Archery Range attack the Poison Storage. This fulfills the requirement of each group being able to attack at least 2 other bonus groups directly. We also allowed the covert training to attack into the archery range, thus increasing the Might borders to 4.
    5) The name of the Vestibule was changed to Central Hall to keep with the Hall bonus naming convention



So as it stands now
Code: Select all
Bonus Group            Territories           Borders                Bonus
Stealth                        5                 2                    3
Faith                          6                 3                    4
Halls                          5                 4                    5
Might                          9                 4                    6
Magic                          11                4                    7
Main Gate (Starting with 3 neutrals)


EDIT: I also switched the floor patterns between Stealth and Might. That way, magic and might have dissimilar patterns. Previously the where both rectangular.
I will start working on the XML shortly.
Image
Image

PostPosted: Fri Dec 28, 2007 3:42 pm
by Selin
Coleman wrote:I'm starting to lean back towards it being fine as is.

One problem though. I am aware that this site has people that at the very least claim to be 10-12 years old. While I'd like to believe they all know Roman Numerals I bet there is a good chance they don't...


They should first learn Roman Numerals and than play this map :twisted:

.

PostPosted: Fri Dec 28, 2007 4:53 pm
by Serbia
WidowMakers, first thanks for having me over to test-play the map.

I found the map very easily playable, and the changes we made to it were good improvements. I personally don't think it'll be long before this one is ready to be quenched. Great map! Also after playing it, it's easier for me to pick out the different backgrounds for each individual continent.

All in all, looking forward to playing this one online!

PostPosted: Fri Dec 28, 2007 9:30 pm
by MR. Nate
I'd like to add my thanks to Widowmakers for letting me play as well. The changes are important. The first game we played felt a bit cramped. It was impossible to go after anyone without trying to take one of the halls. With the new changes, it's still a constant border, but there are options when attacking. I still wouldn't recommend trying to hold the halls as your primary strategy, but it seems that it's a decent starting pint in a pinch.

PostPosted: Fri Dec 28, 2007 9:46 pm
by AndyDufresne
All the changes you made sound quite reasonable, especially decreasing Magic and increasing Faith.

And the floor swaps sound like an excellent idea also. I can easily distinguish, even more so, what areas are where.

I also like your little staircase "Down to Level 2", though it doesn't look like it is decending so much. Maybe a spiral down. ;) But that may just be too much work. I like it either way.

Hopefully if and when the map is up for play, we won't receive questions about "What is Faith's bonus?" Etc. If there is an overwhelming outcry about the Roman Numerals, you can always add (4)...smaller and off to the side. :)

Nicely done!


--Andy

PostPosted: Sat Dec 29, 2007 12:05 am
by Krueger
Testing was a lot of fun, I'm looking forward to playing on the map and not having the borders move on me in the middle of the game! (I was holding stealth and it was decided to make it so might could attack it.)
Kudos to Mr. Nate for "winning" that last game!

PostPosted: Sat Dec 29, 2007 2:17 pm
by WidowMakers

PostPosted: Sat Dec 29, 2007 2:21 pm
by WidowMakers
AndyDufresne wrote:I also like your little staircase "Down to Level 2", though it doesn't look like it is decending so much. Maybe a spiral down. ;) But that may just be too much work. I like it either way.
--Andy
I tried doing this but since the view is a top down and the stairway goes into the wall, there is not much a way to show depth. I tried to make the stairs in the middle of the room but it did not look good or make sense, so I just ended up keeping them where they are now.

WM

PostPosted: Sat Dec 29, 2007 3:01 pm
by Blitzaholic
this looks awesome to play

PostPosted: Sat Dec 29, 2007 3:09 pm
by WidowMakers
Blitzaholic wrote:this looks awesome to play
I hope this will help feed some of the players desires for a more classic style/less gimmicky gameplay map. Even thought there are only 1-ways the map is easy to read and understand. It is just straight up kill or be killed.

Hope everyone likes it.

WM

PostPosted: Sat Dec 29, 2007 5:21 pm
by Krueger
WidowMakers wrote: It is just straight up kill or be killed. WM


I think that a few more straight up maps, a lot of the recent ones have been a little "gimmicky". I'm not saying that I don't like all of them, but some of them have been overly complex as of late.

PostPosted: Sun Dec 30, 2007 6:44 am
by MR. Nate
It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.

PostPosted: Sun Dec 30, 2007 8:18 am
by WidowMakers
MR. Nate wrote:It looks like your using the old colors for the numbers. I don't think it's a problem, but could you use the newer, more feminine pink? I want to make sure it doesn't cower and run in the darkness.
Those new colors are being changed. I happen to be on the new army color committee and we will be changing them as soon as we can agree on a new color scheme. These army colors are currently the front runners.

PostPosted: Tue Jan 01, 2008 3:03 pm
by lanyards
For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.

--lanyards

PostPosted: Tue Jan 01, 2008 3:28 pm
by WidowMakers
lanyards wrote:For the territory "North Barracks", the figure on the eastern side of the territory, I'm guessing it is a sleeping mat or a bed, is being looked at from a wierd angle. The rest of the beds and weapons and all the other detailed figures are seen from a top view, where as this one is from a different view. Atleast that is what I think I see. The rest of the map looks perfect, I love the detail.

--lanyards
It is a bed that has been tipped over and is upside down.

WM

PostPosted: Tue Jan 01, 2008 3:37 pm
by lanyards
WidowMakers wrote:It is a bed that has been tipped over and is upside down.

WM


Thanks for the clearification, but is it the correct angle?

--lanyards

PostPosted: Tue Jan 01, 2008 3:42 pm
by WidowMakers
lanyards wrote:
WidowMakers wrote:It is a bed that has been tipped over and is upside down.

WM


Thanks for the clearification, but is it the correct angle?

--lanyards
Well I drew it by hand so.............yes.

WM

PostPosted: Tue Jan 01, 2008 4:01 pm
by WidowMakers
XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v01.xml

Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg

==================================================
Map Information Page

Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders

Accompanying Story:
    Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.

    "Hold it!" shouts Garrick, "It's a trap!"

    "Then disable it and pick the lock," you answer wearily. "That's what you're here for."

    "No, it's not on the door. It's the whole room. Look at the floor!"

    All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.

    "The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."

    Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!

    Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    1) One Way Borders-All territories are connected with one way doors.
Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.



=========================================
Feel free to post suggestions for the Map info Page


The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

PostPosted: Thu Jan 03, 2008 4:13 pm
by lanyards
XML error:

The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.

--lanyards

PostPosted: Thu Jan 03, 2008 4:26 pm
by Coleman
Major points for the information page.

PostPosted: Thu Jan 03, 2008 6:52 pm
by WidowMakers
lanyards wrote:XML error:

The territory "Sleeping Arcade" needs to be able to attack "Altar", as they both can attack each other, according to the doors.

--lanyards
Thank you very much.

Fixed XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v02.xml

Large:
http://img175.imageshack.us/img175/3631/dodl114lut7.jpg
Small:
http://img177.imageshack.us/img177/3448/dodl114slr3.jpg

==================================================
Map Information Page

Dungeon of Draknor - The Halls of Testing Concept by Jota / Design & XML by WidowMakers
Map Creation Thread: http://www.conquerclub.com/forum/viewtopic.php?t=29184
Number of Territories: 37
Number of Continents: 5
Gameplay Features: One Way Borders

Accompanying Story:
    Your sword has had quite a workout today, mowing down the undead minions summoned by the evil sorcerer Draknor to guard his fortress. According to Belegruin, your closest friend and an expert spellcaster, this is the last room before you reach Draknor's lair. While little Garrick -- hired against your better judgement for his quick reflexes and nimble fingers -- checks the final door for traps, you sit back to rest and let the party's healer tend to your wounds.

    "Hold it!" shouts Garrick, "It's a trap!"

    "Then disable it and pick the lock," you answer wearily. "That's what you're here for."

    "No, it's not on the door. It's the whole room. Look at the floor!"

    All of you look down. The floor tiles are covered with strange sigils. They mean nothing to you, but Belegruin clearly recognizes them.

    "The munchkin is right," he says. "This is a teleportation circle with glyphs of warding around the edges... we're trapped here. This enchantment is too powerful for me to break."

    Just then, a deep, maniacal laughter echoes through the chamber. "You thought you might defeat me, adventurers? I am Draknor, the greatest wizard who ever lived! Now you will go where all the others who sought to infiltrate my fortress were sent: into my dungeon maze, a labyrinth of 1-way doors from which there is no escape!

    Can you prove yourself worthy by conquering the entire dungeon and making it safely to the next level alive?
Recommended Gameplay Settings:
    Any
Gameplay Feature Associations:
    1) One Way Borders-All territories are connected with one way doors.
Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.



=========================================
Feel free to post suggestions for the Map info Page


The story portion was from the original thread started by Jota. It will stay like that for to most part (theme wise) but additions and tweaks can be made to the sentences.

PostPosted: Sun Jan 06, 2008 1:18 am
by WidowMakers
Anything else?

I don't particularly like the map description text.
Does anyone have a better way to describe this?

If not then QUENCH! (maybe)

WM

PostPosted: Sun Jan 06, 2008 5:53 am
by Elijah S
The map looks great but I agree, the text seems a little "wordy" and may have better impact if it was chopped down some...

Most people probably don't spend more than 30 seconds reading a description.

Keyword: Paraphrase!

PostPosted: Sun Jan 06, 2008 8:03 am
by WidowMakers
No. Not the Background Story this part....

Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.


WM

PostPosted: Sun Jan 06, 2008 8:09 am
by Krueger
WidowMakers wrote: [/list]Map Description:
    The Dungeon of Draknor-The Halls of Testing is the first level of three, for this map series. Due to the fact that every door is a one way border, the way a player defends and attacks neighboring bonus areas is much trickier than on a standard two way border map.

    Figuring out how best to move about in this environment will be key to your survival and may take some extra thought.



The Dungeon of Draknor-The Halls of Testing is the first of three levels for the Draknor map series.

Because every door is a one way border, there will be new and different strategies used on this map. You may be able to attack into a room and not be able to fort out of it.
Just because a room is on your border does not mean that it is a border that must be defended, some border rooms are exit only.
This is a tricky map so pay attention to the "ins" and "outs" of the rooms.

Figuring out the best way to move about in this environment will be key to your survival and may take some extra thought.




Is this better?
Edit or modify it as you see fit.