Dungeon of Draknor - Halls of Testing [Quenched]

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Postby lanyards on Tue Jan 01, 2008 3:37 pm

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
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Postby WidowMakers on Tue Jan 01, 2008 3:42 pm

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
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Postby WidowMakers on Tue Jan 01, 2008 4:01 pm

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.
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Postby lanyards on Thu Jan 03, 2008 4:13 pm

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
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Postby Coleman on Thu Jan 03, 2008 4:26 pm

Major points for the information page.
Warning: You may be reading a really old topic.
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Postby WidowMakers on Thu Jan 03, 2008 6:52 pm

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.
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Postby WidowMakers on Sun Jan 06, 2008 1:18 am

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
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Postby Elijah S on Sun Jan 06, 2008 5:53 am

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!
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Postby WidowMakers on Sun Jan 06, 2008 8:03 am

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
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Postby Krueger on Sun Jan 06, 2008 8:09 am

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.
Shin high sharp edges are karma's debt collectors.
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Postby mibi on Sun Jan 06, 2008 6:51 pm

the graphics on this map are ridiculously professional. I hope the game play can do it justice. well done wM
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Postby WidowMakers on Sun Jan 06, 2008 10:18 pm

I found a "2 way border". Sleeping arcade can attack into altar and altar can attack into sleeping arcade. I will have updated pics and XML by tomorrow morning.

WM
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Postby WidowMakers on Sun Jan 06, 2008 10:20 pm

mibi wrote:the graphics on this map are ridiculously professional. I hope the game play can do it justice. well done wM
Thank. That is what 40+ hours of drawing tiny little artifacts and stuff will get you. I too hope it plays well.

After the play test games, I am sure it will.

WM
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Postby lanyards on Sun Jan 06, 2008 10:21 pm

WidowMakers wrote:I found a "2 way border". Sleeping arcade can attack into altar and altar can attack into sleeping arcade. I will have updated pics and XML by tomorrow morning.

WM

Ya, that was the one I told you to put in. Sorry.

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
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Postby WidowMakers on Mon Jan 07, 2008 12:11 am

OK here is version 15 with the edit to eliminate the "2-way" border from Sleeping arcade and altar

The arrow from altar to sleeping arcade was eliminated and the arrow from sleeping arcade to temple was switched.

XML:
http://www.fileden.com/files/2007/6/15/ ... L1_v03.xml
Small:
http://img442.imageshack.us/img442/1271/dodl115sop8.jpg
Large:
http://img72.imageshack.us/img72/5725/dodl115lzt6.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 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.


==========================
Map Complexity Rating
It only has one way borders so teh gameplay is not simple but there are no special techinquies or new XML features.

I say this is a moderate to High moderate map.




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Postby Coleman on Mon Jan 07, 2008 9:48 pm

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Should be bug free if I'm not blind. Good work.
Warning: You may be reading a really old topic.
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Postby WidowMakers on Tue Jan 08, 2008 10:13 pm

???
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Postby whitestazn88 on Tue Jan 08, 2008 10:39 pm

i like... when will level 2 be getting started?
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Postby Enigma on Wed Jan 09, 2008 3:47 am

im so glad someone took this project back up- the idea seemed incredible when jota started it, and then when he disappeared i thought it was done for.

WM- can you size down the name/logo banner? it seems too big compared to the small amount of info included. i know this isnt an issue much pressed anymore, but gameplay is much easier when you dont have to scroll.
if this screws up the xml dont worry about it.
Do you need an excuse to have a war? I mean, who for? Can't you just say "You got lots of cash and land, but I've got a big sword, so divy up right now, chop chop."
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Postby WidowMakers on Wed Jan 09, 2008 6:43 pm

Enigma wrote:im so glad someone took this project back up- the idea seemed incredible when jota started it, and then when he disappeared i thought it was done for.

WM- can you size down the name/logo banner? it seems too big compared to the small amount of info included. i know this isnt an issue much pressed anymore, but gameplay is much easier when you dont have to scroll.
if this screws up the xml dont worry about it.
If I did make it smaller I would need to redo the XML, plus I wanted it to be a grand title.

I lose a lot of the character in the grunge and shadows if it gets smaller. I tried initially.

SO how about..........




QUENCH???
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Postby Krueger on Wed Jan 09, 2008 8:25 pm

WidowMakers wrote:
SO how about..........




QUENCH???


I second it!
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Postby Shatners Bassoon on Thu Jan 10, 2008 12:54 pm

I can't wait to play this it looks awesome,good work fella :)
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Postby oaktown on Fri Jan 11, 2008 8:24 pm

Unless there's a room that can't be attacked that we've all missed, this map looks very playable. Nice work.

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Postby WidowMakers on Tue Jan 15, 2008 7:01 pm

HEY HEY.

QUENCH????
Maybe???
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Postby pepperonibread on Tue Jan 15, 2008 7:04 pm

Cue the quench crew...
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