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PostPosted: Thu Dec 06, 2007 1:49 pm
by amazzony
I'm probably not seeing the big picture but it seems that there's too much to do with dice luck and a lot less with strategy. But as I said, I'm not good at seeing the big pic :)
But I like the idea, it's definitely something new and interesting. Even though I'm a huge fan of the less gimmick maps and I will always love the Classic map then I'm always waiting new and interesting maps to come out and give more and more diversity. And this map would definitely be worth waiting for.

PostPosted: Thu Dec 06, 2007 3:20 pm
by cairnswk
Vace Cooper wrote:does 1 player get to be the germans and the other the allies?


Vace....basically all players get an opportunity to have a start, but some will be able to play the germans also in the town and in the castle.

Unfortunately, i am still well in development of this idea.

PostPosted: Thu Dec 06, 2007 3:23 pm
by cairnswk
Sven Hassel wrote:what does the idea represent? i mean whats the story behind it?


Sven....i don't want to type the text...but the a.k.a. part of the title (which will be reomved after a while) should tell the story....if you haven't seen the movie get it out on DVD....its very good. the title will also change later

PostPosted: Thu Dec 06, 2007 3:24 pm
by cairnswk
yeti_c wrote:I love it.

C.
Thanks yeti_C.
I will ask for good input from you on this one...there is a lot of balancing to be done if this concpet is to succeed.

PostPosted: Thu Dec 06, 2007 3:26 pm
by cairnswk
Night Strike wrote:
cairnswk wrote:
Night Strike wrote:Right now I'm against it, but with some work that opinion might change.


Apart from the graphics, what work do you want to see Night Strike?


It just appears that there would be no point to getting the final objective. It seems much easier to kill off the opponents.


fair comment Night Strike....idea is still in development...so do keep watch....could change drastically as we go along.

PostPosted: Thu Dec 06, 2007 3:26 pm
by bryguy
I like the idea



B. (decided to end my posts with that now :) )

PostPosted: Thu Dec 06, 2007 3:28 pm
by cairnswk
benjikat wrote:Another interesting idea from cairnswk!


I'm a little confused about the objective though - which territories would need to be held to win? - obviously not just the airport because someone could start with that....


Yes benjikat....this is not my idea, but an idea from a famous movie....a.k.a. in the title....i just wanted to see if it could be adapted for play.....

the airport is just the start objective...i am beginning to think there will be multi terts for final objective....however.

PostPosted: Thu Dec 06, 2007 3:29 pm
by yeti_c
cairnswk wrote:
yeti_c wrote:I love it.

C.
Thanks yeti_C.
I will ask for good input from you on this one...there is a lot of balancing to be done if this concpet is to succeed.


Definitely...

Love the initial plan... I'll be watching (as ever)

C.

PostPosted: Thu Dec 06, 2007 3:30 pm
by cairnswk
whitestazn88 wrote:would players only have starting positions at the airdrop? or on any of those white spaces?


on any of the white spaces.....whitestazn88...but these are not set in stone yet...

PostPosted: Thu Dec 06, 2007 3:32 pm
by cairnswk
amazzony wrote:I'm probably not seeing the big picture but it seems that there's too much to do with dice luck and a lot less with strategy. But as I said, I'm not good at seeing the big pic :)
But I like the idea, it's definitely something new and interesting. Even though I'm a huge fan of the less gimmick maps and I will always love the Classic map then I'm always waiting new and interesting maps to come out and give more and more diversity. And this map would definitely be worth waiting for.


Amazzony....this will have no gimmicks in it, but i am hoping to develop something of a good strategy attack and conquer with enough variables to allow each game to be different, but to have a final set of objectives.

PostPosted: Thu Dec 06, 2007 3:36 pm
by yeti_c
cairnswk wrote:
whitestazn88 wrote:would players only have starting positions at the airdrop? or on any of those white spaces?


on any of the white spaces.....whitestazn88...but these are not set in stone yet...


Except for the aiport etc of course?!

C.

PostPosted: Thu Dec 06, 2007 3:39 pm
by cairnswk
yeti_c wrote:
cairnswk wrote:
whitestazn88 wrote:would players only have starting positions at the airdrop? or on any of those white spaces?


on any of the white spaces.....whitestazn88...but these are not set in stone yet...


Except for the aiport etc of course?!

C.


There will be some guards at the airport....but i am thinking that the final objective might have to be a plane (as this is where the story ends) after wiping out some other germa planes on the ground...plus the control tower.

PostPosted: Thu Dec 06, 2007 4:11 pm
by Sven Hassel
cairnswk wrote:
Sven Hassel wrote:what does the idea represent? i mean whats the story behind it?


Sven....i don't want to type the text...but the a.k.a. part of the title (which will be reomved after a while) should tell the story....if you haven't seen the movie get it out on DVD....its very good. the title will also change later


if theres a movie i'll get it, thanks for the tip :wink:

i just love ww2 flicks :D

PostPosted: Thu Dec 06, 2007 4:18 pm
by Sven Hassel
i've seen the movie description, and now looking forward to seeing the movie.

the idea is very interesting, in any case we need more objective games.

i'll be back with more comments after i see the movie :wink:

PostPosted: Thu Dec 06, 2007 5:55 pm
by mibi
is there a tutorial?

PostPosted: Thu Dec 06, 2007 8:06 pm
by bryguy
how about if u can only attack forward? except on a few places of course, cause then if everybody started near each other then the first person to start might try and take out the opposition

PostPosted: Fri Dec 07, 2007 2:51 am
by cairnswk
mibi wrote:is there a tutorial?


oh mibi...i'm sorry i forgot all about you....i'll do one up and pm it to so you can understand better LOL :wink:

PostPosted: Fri Dec 07, 2007 2:52 am
by cairnswk
bryguy wrote:how about if u can only attack forward? except on a few places of course, cause then if everybody started near each other then the first person to start might try and take out the opposition


Bryguy...yes the start is still mixed up but that will need to be the case so that everyone deosn't try to take each other out early in the map.

PostPosted: Fri Dec 07, 2007 2:29 pm
by bryguy
cairnswk wrote:
bryguy wrote:how about if u can only attack forward? except on a few places of course, cause then if everybody started near each other then the first person to start might try and take out the opposition


Bryguy...yes the start is still mixed up but that will need to be the case so that everyone deosn't try to take each other out early in the map.



ok thanks, cause i would hate to start the game and then instantly be killed

PostPosted: Fri Dec 07, 2007 4:29 pm
by cairnswk
Version 2 Update:

Changes:
1. 8 starting positions more defined with one-ways to the two bridges.
2. Schloss starting to take shape
3. Airport more formulated
3. Roads to airport will be one-way also.
4. Of course, on a snowy Alpine background.


Image

PostPosted: Fri Dec 07, 2007 9:54 pm
by Night Strike
I will admit that it's much improved. I was actually thinking about one ways. Perhaps way up the trail should be an option to choose which way to go. One would take you to the objective while another would take you to the beginning to eliminate the other players.

There definitely needs to be multiple paths to get to the objective because one player could pretty effectively "clog-up" a single path.

As another suggestion (maybe not for this map), the map could be shaped like 8 thoughts with the objective in the middle. Players could start on the outside, but a map of that style would allow for borders to attack each other rather than purely going through neutrals to the objective.

PostPosted: Fri Dec 07, 2007 10:58 pm
by Coleman
I don't have a problem with a map that is effectively objective only.

We added them partially for such a possibility. Or so I believe. The trick is making sure we keep strategy involved. All luck would be terrible.

PostPosted: Sat Dec 08, 2007 12:00 am
by RjBeals
your army circles look too sporadic to me. It kinda makes it look messy.

PostPosted: Sun Dec 09, 2007 2:43 am
by cairnswk
RjBeals wrote:your army circles look too sporadic to me. It kinda makes it look messy.


Yeh Rj...this will improve next version...that i can promise. :)

PostPosted: Sun Dec 09, 2007 8:35 am
by cairnswk
Version 3 Update.

OK...some enhancements to the start area...
* army circles less messy for Rj.....
* new cable car armies for the wire
* town area starting to be formulated....feedback required
* legend moving to the top of the map
* some bonuses placed at the foot of the map...feedback required

Image