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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

PostPosted: Sun Dec 09, 2007 4:06 pm
by cairnswk
Subject: Title Change

I changed the title of this as you can see. Schloss Adler is the name used in the original version of this story, so simply making it Der Schloss (The Castle) seems appropriate.

Any further ideas would be welcome.

PostPosted: Sun Dec 09, 2007 5:54 pm
by JerryB
mistakes:

Der Schloss - Das Schloss
Der W.C. - Das W.C.
Soldaten Schlafzimmer - Soldatenschlafzimmer
Essen Zimmer - Essenszimmer better Speisezimmer or Speiseraum
Munition Zimmer - better Munitionsraum

PostPosted: Sun Dec 09, 2007 5:58 pm
by Coleman
I think we need more territory division like there is in the bottom right or maybe a dotted line connection in the circles too and from the bottom right to the upper right and in the upper left castle.

PostPosted: Sun Dec 09, 2007 6:18 pm
by MrBenn
Is the cable-car one-way? If not the whole 'track' of cars, then at least the Kontrol rooms/gates could be, to keep some sort of momentum/fluidity.

ie:

Kontrol 1 -> Up Car 1
Up Car 8 -> Kontrol 2
Kontrol 2 -> Kontrol 3
Kontrol 3 -> Down Car 1
Down Car 8 -> Kontrol 4
Kontrol 4 -> Kontrol 1

PostPosted: Mon Dec 10, 2007 3:55 am
by cairnswk
JerryB wrote:mistakes:

Der Schloss - Das Schloss
Der W.C. - Das W.C.
Soldaten Schlafzimmer - Soldatenschlafzimmer
Essen Zimmer - Essenszimmer better Speisezimmer or Speiseraum
Munition Zimmer - better Munitionsraum


JerryB...thanks for those corrections...i thought they would be needed somehow. Will amend the current version shortly in the map above....please F5 to see the changes.

PostPosted: Mon Dec 10, 2007 3:58 am
by cairnswk
Coleman wrote:I think we need more territory division like there is in the bottom right or maybe a dotted line connection in the circles too and from the bottom right to the upper right and in the upper left castle.


i wasn't planning on adding any routes to the cablecar, but certainly the castle needs divisions, i just havn't got there yet. :)

PostPosted: Mon Dec 10, 2007 4:01 am
by cairnswk
MrBenn wrote:Is the cable-car one-way? If not the whole 'track' of cars, then at least the Kontrol rooms/gates could be, to keep some sort of momentum/fluidity.

ie:

Kontrol 1 -> Up Car 1
Up Car 8 -> Kontrol 2
Kontrol 2 -> Kontrol 3
Kontrol 3 -> Down Car 1
Down Car 8 -> Kontrol 4
Kontrol 4 -> Kontrol 1


Yes i can work that fluidity into the map without it affecting the gameplay too much. :)

PostPosted: Mon Dec 10, 2007 4:12 am
by cairnswk
Version 3
Image

PostPosted: Mon Dec 10, 2007 3:51 pm
by cairnswk
Version 4 Update.

Changes:
1. Terts defined on the roads to and from the airport
2. Castle more defined and a couple of new terts
3. Legend and title area starting to take form.

Image

PostPosted: Mon Dec 10, 2007 3:56 pm
by Coleman
I still don't understand how the connections work in the Airport area. :(