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Re: Castle Map [updated 22 of november]

Postby pikkio on Sat Nov 22, 2008 12:15 pm

i don't know if i understand all that you say, but i put an update of the map.

Now the Tower can bombard only the 5 territories adjacent the fosses and in the same quadrant (example: Tower4 can bombard Mountain 1-5-6 and Court 7-8 but can conquer only the Courts) and the catapults can bombard only the tower in the same quadrant (example: Mountain 6 can bombard only Tower 4).
How you explaned (sorry but i didn't know it..), with the bombardaments you cannot conquer the territory but if its army go to 0 it becomes 1 neutral army.

I also put 4 bridges in the map. From the bridge, the insider territory can attack the outsider, and vice versa, and the fosse can attack insider and outsider and vice versa. (example: Court 1 can attack desert 6 and vice-versa, and Fosse 8 can attack Desert 6 and Court 1 and vice-versa)

The other Fosses can be assaulted only from the Courts (and the adjacent fosses), but can attack adjacent insider and outsider territories. For this reason i raised the Fosses' bonus to 7, but not to 8 (thanx to its particular advantage versus the outsider territories).

It's ok or i did some mistakes? ^_^
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Re: Castle Map [updated 22 of november]

Postby thenobodies80 on Sat Nov 22, 2008 4:28 pm

good choices!
well done, now i think you have to put a graphical work.
Try to make the map nice and coloured with playable colours!
And try to put the fight circles ( the place where you can read the number of armies you have in a territory )

Put a number version in the title.
Put all creators name in the first post ( if you will make all your work alone this is not necessary ).

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Re: Castle Map (updated 11-24 with new graphics)

Postby pikkio on Mon Nov 24, 2008 8:58 am

I made some correction on the colours and graphics. more coming soon. ;)
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Re: Castle Map (updated 11-26 with fixed graphic)

Postby pikkio on Wed Nov 26, 2008 12:19 pm

ok. i fixed the graphic. it's ok now? :D
now i will make a smaller map and a army test image. ;)
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Re: Castle Map 3.0 (updated 11-26 with fixed graphic)

Postby thenobodies80 on Thu Nov 27, 2008 3:53 am

the border is a good choice.
I think you have to set a some graphical issues to create a realistic map.
Like forest on the high right corner, etc, etc....
But now it' s a good map.
Well done
About my work, territories positions are definitive?
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Re: Castle Map 3.1 (updated 11-27 with graphic details)

Postby pikkio on Thu Nov 27, 2008 1:25 pm

ok. now i really do my best and i don't know how i can improve more the graphic or the gameplay.

so, thenobodies, let make the xml and meanwhile i will make the test version and the smaller version. ;)
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Re: Castle Map 3.1 (updated 11-28: example army and small map)

Postby pikkio on Fri Nov 28, 2008 9:30 am

i relased the small version and i also made the example image with the army.

let's tell me what do you think about! ^_^
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Re: Castle Map 3.1 (updated 11-28: example army and small map)

Postby yeti_c on Fri Dec 05, 2008 6:33 am

A real castle would have defences on the bridge territories - as they are the only point of access to the castle - these choke points would be defended by Gate houses...

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Re: Castle Map 3.1 (updated 11-28: example army and small map)

Postby SuicidalSnowman on Fri Dec 05, 2008 6:58 am

Looks interesting!
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby pikkio on Sat Dec 06, 2008 12:34 pm

i made a version 4 with some substantial change on gameplay.

the fosse is only an aesthetic border and the bridges are territories. each bridge give +1 bonus per round to the owner. in this mode the Courts are more defendible if you own a bridge, and the bridges become very strategical territories.

for now i put some example bonuses, but i need your help to fix them. ;)

i can't put a pool to vote which version you prefer, so please tell me with a post if you think that is better to work on version 4 or continue with version 3.1.
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby thenobodies80 on Sat Dec 06, 2008 4:24 pm

I can't see it!
I think that you 've a imageshack problem.
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby pikkio on Tue Dec 09, 2008 1:18 pm

it was a temporary problem. ;)

finally i was able to create a poll with the answer about the version to use. thanx thenobodies! :D


please, VOTE!!!
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby thenobodies80 on Wed Dec 10, 2008 4:32 am

pikkio wrote:it was a temporary problem. ;)

finally i was able to create a poll with the answer about the version to use. thanx thenobodies! :D


please, VOTE!!!


No problem!
I suggest a little fix in graphic:
Try to insert a graphical little fosse in the legend, so it's more clear that fosses are an impassable border.
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby lostatlimbo on Thu Dec 11, 2008 9:53 pm

i dont quite get the point of this map, when there is already a very similar map (with the same theme, but better graphics and layout) called Siege.

what else is this map bringing to the table that Siege doesn't already have?
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Re: Castle Map (updated 12-6: vote a change in gameplay)

Postby thenobodies80 on Fri Dec 12, 2008 3:54 am

lostatlimbo wrote:i dont quite get the point of this map, when there is already a very similar map (with the same theme, but better graphics and layout) called Siege.

what else is this map bringing to the table that Siege doesn't already have?


In my opinion Siege has a different gameplay and graphic!
And finally i think that about your opnion we must have only one europe map, only one holland/benelux map, etc, etc.

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