Feudal Epic, L&S, Pg. 49 [D, Gp, Gr]

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Re: Feudal-ate *The sequal to Feudal War!*

Postby gimil on Thu Sep 04, 2008 8:39 am

Androidz wrote:
yeti_c wrote:
Androidz wrote:Again i had another suggestion above which you missed obliveously:(


That's upto Gimil to respond to.

C.



kk:D thx for answearing:)


Firstly, I see no real gain in moving the legends to the top, seems like extra work for no gain. It looks prettier and for inclusive at the bottom.

On your double entrance idea, at the moment I thing that people are sitting 50/50 on the subject, for this reason I will stick with the 1 entrance, since that was my intention from the start :)
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Re: Feudal-ate *The sequal to Feudal War!*

Postby Androidz on Thu Sep 04, 2008 8:43 am

gimil wrote:
Androidz wrote:
yeti_c wrote:
Androidz wrote:Again i had another suggestion above which you missed obliveously:(


That's upto Gimil to respond to.

C.



kk:D thx for answearing:)


Firstly, I see no real gain in moving the legends to the top, seems like extra work for no gain. It looks prettier and for inclusive at the bottom.

On your double entrance idea, at the moment I thing that people are sitting 50/50 on the subject, for this reason I will stick with the 1 entrance, since that was my intention from the start :)


Okey Well if you ever change you mind about those attackroutes you got my post in here somwhere.^^
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Re: Feudal-ate *The sequal to Feudal War!*

Postby Androidz on Thu Sep 04, 2008 9:56 am

Btw you got a terretorie in Hor not named above 12 and 11:O
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Re: Feudal-ate *The sequal to Feudal War!*

Postby bryguy on Thu Sep 04, 2008 2:08 pm

Looks good :)

1) I dont really like how there is so much water :(
2) the villages look different somehow than the ones in the original feudal.
3) I dont like the cliffs that much right now.... they just dont seem as good as the ones in the original
4) Maybe instead of being able to bombard non-adjacent territories in their kingdom, maybe have 1 catapult territory in each kingdom that can bombard some areas in the valley below the cliff right on the edge of their kingdom?
4) Cen rocks!
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Re: Feudal-ate *The sequal to Feudal War!*

Postby gimil on Thu Sep 04, 2008 2:47 pm

bryguy wrote:Looks good :)

1) I dont really like how there is so much water :(
2) the villages look different somehow than the ones in the original feudal.
3) I dont like the cliffs that much right now.... they just dont seem as good as the ones in the original
4) Maybe instead of being able to bombard non-adjacent territories in their kingdom, maybe have 1 catapult territory in each kingdom that can bombard some areas in the valley below the cliff right on the edge of their kingdom?
4) Cen rocks!


1) Their is hardly any water?
2) Becasue its a new map...
3) There are by far an improvement, these ones look ALOT more like cliffs than any previous attempt. :)
4) You wouldnt have your catapult outside the castle, thats just silly!
What do you know about map making, bitch?

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Re: Feudal-ate *The sequal to Feudal War!*

Postby edbeard on Thu Sep 04, 2008 3:41 pm

legend at the bottom is no big deal here because the legend isn't that big. the gain is very minimal.

in ODW it made sense because the legend is significantly larger when compared to the playable area of the map.




I'd like to see discussion on something gameplay-wise.

With the two west, the two central, and two north castles, you can hold the entire areas with two territories. With the southeastern castles, this is not possible. Not even close actually. In the north, the two territories you have to hold are right next to each other. It's also interesting to note that Imperial Dynasty only has to take over one more territory to get to the Ga'h village than to get to the Hor village (hehe). Obviously neutral territories will make some of these things naught but they're still things to think about because I think we'd all prefer not to have to put 20 neutrals in a few spots.

1. I'm not sure how big a deal these things are gameplay-wise

2. I'm not sure these are possible to be 'fixed' unless the map is re-drawn which I'm not looking to suggest.
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Re: Feudal-ate *The sequal to Feudal War!*

Postby t-o-m on Thu Sep 04, 2008 5:13 pm

.....................[adv. idea]
    8-[ [/list]
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Re: Feudal-ate *The sequal to Feudal War!*

Postby daydream on Thu Sep 04, 2008 5:34 pm

gimil wrote:
bryguy wrote:Looks good :)

1) I dont really like how there is so much water :(
2) the villages look different somehow than the ones in the original feudal.
3) I dont like the cliffs that much right now.... they just dont seem as good as the ones in the original
4) Maybe instead of being able to bombard non-adjacent territories in their kingdom, maybe have 1 catapult territory in each kingdom that can bombard some areas in the valley below the cliff right on the edge of their kingdom?
4) Cen rocks!


1) Their is hardly any water?
2) Becasue its a new map...
3) There are by far an improvement, these ones look ALOT more like cliffs than any previous attempt. :)
4) You wouldnt have your catapult outside the castle, thats just silly!


for that reason i still suggest you change castle names. actually keeping one as feudal empire and changing the rest would give it that sequal feel you are looking for?
i love the graphics, and i think the gameplay "rules" shouldnt be changed (ie 2 neutrals on kingdom terrs, 10 neutral on kingdom entrance terrs, castle bombards non-adjacent kingdom terrs, +1 for every two same-kingdom terrs etc.) the only thing i am still unsure about is the one entrance thing, which i can really only judge after having played a few games on it...
but in general i say leave it as it is. correct the two instances where two territories border two territories with the same numbers (haha, i checked for that but didnt see it on the first look :P) and then its already good to go.

i have also noticed (just as a btw thing) that this version of feudal is not as good for 1on1 players as the old one, because you will still only receive two castles. (3 players start, including the neutral, 8 castles, makes 2 per player and 2 extra, making a total 4 neutral and 2 for each player) at least it wont support my way of playing as much anymore :P
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Re: Feudal-ate *The sequal to Feudal War!*

Postby edbeard on Thu Sep 04, 2008 5:48 pm

t-o-m wrote:.....................[adv. idea]
    8-[ [/list]


I certainly hope not. has there even been an update? I know that that's not an official criteria for being stickied but it's being used as a criteria unofficially so to use it in some cases and not others is arbitrary and could be interpreted as favouritism. I know that sometimes this affects an experienced mapmaker negatively because there's a higher chance of their maps being less in need of updates. Again, I'm sorry for putting this here but I think your thread can take a few slightly off topic posts, gimil.
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Re: Feudal-ate *The sequal to Feudal War!*

Postby t-o-m on Thu Sep 04, 2008 6:04 pm

I know there hasnt been an update, ive been watching.
But i think we all see this going places, and i and i think i speak for others, am waiting for this map with excitment.
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Re: Feudal-ate *The sequal to Feudal War!*

Postby gimil on Fri Sep 05, 2008 1:32 am

edbeard wrote:
t-o-m wrote:.....................[adv. idea]
    8-[ [/list]


I certainly hope not. has there even been an update? I know that that's not an official criteria for being stickied but it's being used as a criteria unofficially so to use it in some cases and not others is arbitrary and could be interpreted as favouritism. I know that sometimes this affects an experienced mapmaker negatively because there's a higher chance of their maps being less in need of updates. Again, I'm sorry for putting this here but I think your thread can take a few slightly off topic posts, gimil.


Actually edbeard, updates have been a criteria since the coleman days back when we stamped the map :D
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Re: Feudal-ate *The sequal to Feudal War!*

Postby edbeard on Fri Sep 05, 2008 3:03 am

I'm talking adv idea where Oaktown's rules say nothing about updates but to my knowledge all maps have needed a few updates to get their adv idea sticky

here are the official rules


Your topic and 'stickied' and your map considered an Advanced Draft if it is deemed by the community and the Drafts CA to meet the following criteria:

* The map must be inherently unique either in gameplay, location, or theme.
* Gameplay features must be compatible with the game engines currently usable XML.
* Content must be the original work of the cartographer unless consent to use copyrighted works is gained.
* Sound advice must be followed unless a logical rebuttal by the cartographer or another member of the community is provided.
* The community must show a reasonable amount of interest towards a map.
* The type of image file must be PNG, GIF, or JPEG, and created using some type of graphics software (no hand-drawn scans!); the image hosted using Photobucket.com, imageshack.us, or something similar; and the image posted using [bigimg] tags instead of the standard [img] tags .
* The cartographer must agree to the Conquer Club copyright agreement.
* A map must work within the CC map size restrictions.
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Re: Feudal-ate *The sequal to Feudal War!*

Postby benny profane on Fri Sep 05, 2008 9:25 am

edbeard wrote:With the two west, the two central, and two north castles, you can hold the entire areas with two territories. With the southeastern castles, this is not possible. Not even close actually. In the north, the two territories you have to hold are right next to each other. It's also interesting to note that Imperial Dynasty only has to take over one more territory to get to the Ga'h village than to get to the Hor village (hehe). Obviously neutral territories will make some of these things naught but they're still things to think about because I think we'd all prefer not to have to put 20 neutrals in a few spots.


What edbeard pointed out seems rather important to me.
It may not turn out to be a problem in 8 player games...
But there is definitely potential for unbalanced gameplay with fewer players.
I know some people prefer unbalanced maps, but...
Anyone else feel like weighing in on this issue?
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Re: Feudal-ate *The sequal to Feudal War!*

Postby gimil on Fri Sep 05, 2008 9:32 am

benny profane wrote:
edbeard wrote:With the two west, the two central, and two north castles, you can hold the entire areas with two territories. With the southeastern castles, this is not possible. Not even close actually. In the north, the two territories you have to hold are right next to each other. It's also interesting to note that Imperial Dynasty only has to take over one more territory to get to the Ga'h village than to get to the Hor village (hehe). Obviously neutral territories will make some of these things naught but they're still things to think about because I think we'd all prefer not to have to put 20 neutrals in a few spots.


What edbeard pointed out seems rather important to me.
It may not turn out to be a problem in 8 player games...
But there is definitely potential for unbalanced gameplay with fewer players.
I know some people prefer unbalanced maps, but...
Anyone else feel like weighing in on this issue?


Ed those two castles can held held with just three territories, I know it is more but those two castles also have the most expansion options to them. I think that makes it a little fairer. Dont ya think?

Also on the point of the villages, but the time you have enought strengh to go for your second village you should be building enought troops so that the 1 neutral you need to go through shouldn't really make any significant difference. If you do go for it to early you risk leaving yourself spread with a close enemy.
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Re: Feudal-ate *The sequal to Feudal War!*

Postby MrBenn on Fri Sep 05, 2008 8:25 pm

I've just had some random thoughts about alternative names for this map: FUEDEUX or FEUDUAL or FUEDUO...
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