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Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 1:55 pm
by thenobodies80

Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 5:53 pm
by EagleofGreenErth
OMG CONGRATS! Been a long journey but its well worth it!

Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 6:12 pm
by ManBungalow
Nice one.

It's not quite clear how you actually attack the castle....I'll hazard at guess at going through the towers.

Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 6:32 pm
by dolomite13
Excellent!! I created a few games to get us started =)

Re: Castle Lands [Beta]

PostPosted: Fri May 29, 2009 9:54 am
by Hatchman
Sorry how many spots start as neutrals?

Re: Castle Lands [Beta]

PostPosted: Fri May 29, 2009 10:55 am
by dolomite13
I decided to post quick links here for anyone wishing to jump into any of the games I started for this map.

--D


8 Players - 4976825 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976825

8 Players - 4976827 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976827

8 Players - 4976829 - Doubles Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976829

6 Players - 4976832 - Triples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976832

8 Players - 4976835 - Quadruples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976835

6 Players - 4976863 - Standard Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976863

6 Players - 4976865 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976865

6 Players - 4976867 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976867



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Re: Castle Lands [Beta]

PostPosted: Fri May 29, 2009 5:06 pm
by danfrank
=D> =D> Well done, Men.. Nice to see this map finally make it through the webs of the foundry :P

Re: Castle Lands [Beta]

PostPosted: Fri May 29, 2009 9:05 pm
by Mr_Adams
I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 7:15 am
by OlJock99
I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 8:01 am
by thenobodies80
Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."


Pikkio will come soon to explain you this one. ;)

OlJock99 wrote:I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.


Yeah, the courts are very strong.
But you have to consider how they work...Courts territories are all starting positions, so you can't sart with the courts ;)
Courts are isolated by the 4 neutral bridges. But you can bombard the courts with the catapults. So i don't think it's so easy to hold this zone. :-k
Anyway we could set the bridges with only 2 neutral armies (instead of 3) if other members have concerns about courts, but i think the bonus is right.

thenobodies80

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 9:05 am
by OlJock99
But you can bombard the courts with the catapults.

You sure about that?? Doesn't appear that you can.

The cats can bomb the towers and castle, but not the courts. If they could bomb the courts, the bonus would make more sense.

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 3:25 pm
by Mr_Adams
thenobodies80 wrote:
Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."


Pikkio will come soon to explain you this one. ;)



It's functional, I just find it not to be astheticaly pleasing.

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 3:35 pm
by thenobodies80
OlJock99 wrote:
But you can bombard the courts with the catapults.

You sure about that?? Doesn't appear that you can.

The cats can bomb the towers and castle, but not the courts. If they could bomb the courts, the bonus would make more sense.


sorry, you right . :oops:
I'll talk with pikkio about this.....

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 4:13 pm
by pikkio
i'm playing a few games with this map but it's too early to have a clear vision of this things.
the pass territory it's just to give some caos to the regularity of the outer territories and since now, my esperience tell me that it works well. ;) in some game tipe it will be very strategical.. ;)

yhea, the courts are very strong, and yeah, there are the neutrals bridges to protect it, but this mean that if somebody try to conquer the courts, someone else must try to conquer a bridge to break the court bonus. ;) since i began with this map, i always tried to make a map with a lot of possible strategies and i think that this map it's one with the most various strategies of CC. you think that the courts are very strong, ok, try to conquer it and test the answer of your opponents. ;)

maybe after some games i will change my opinion, so please tell me your experience with this map, but now i think that the gameplay of this map is too interesting. ;)

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 4:32 pm
by Mr_Adams
ok, first the pass territory is functional, as I said, I just think it can be arranged differently to make the map LOOK better. second, learn to use diffrent :D :? :shock: :P ;)

I like the map, though. :)

Re: Castle Lands [Beta]

PostPosted: Sat May 30, 2009 6:03 pm
by PLAYER57832
I like this map a lot!

A minor tweak, though.

There is a brown spot just to the right of the East Bridge that makes it seem as if the bridge is connected to the brown section as well as Woodland. This is the only one that is not clear.

Re: Castle Lands [Beta]

PostPosted: Sun May 31, 2009 9:40 am
by Hatchman
I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?

Re: Castle Lands [Beta]

PostPosted: Sun May 31, 2009 12:40 pm
by Seulessliathan
hatchman wrote:I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?


what about making the bridge neutrals 2´s?

Re: Castle Lands [Beta]

PostPosted: Sun May 31, 2009 1:04 pm
by iancanton
reducing the bridge neutrals to 2 each is possible. at the moment, about half of 1v1 games finish with no bridges captured. we must start all bridges neutral because this is an essential part of the gameplay design for this map.

however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)

Re: Castle Lands [Beta]

PostPosted: Sun May 31, 2009 4:34 pm
by Mr_Adams
I disagree. I'm in about a dozen of these games right now and I find the neutral towers to be the best possible turn 1 card territory half the time.

Re: Castle Lands [Beta]

PostPosted: Sun May 31, 2009 6:26 pm
by thenobodies80
iancanton wrote:reducing the bridge neutrals to 2 each is possible.


Agreed

iancanton wrote:however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)


About this i'm confused, you're saying to set the 4 towers as starting position instead of courts?
Why there's a tower as starting neutral? :?

Re: Castle Lands [Beta]

PostPosted: Mon Jun 01, 2009 2:52 am
by iancanton
well spotted, that man! if we set as start positions the towers instead of the courts, then the castle and 4 bridges will be forced to start neutral.

ian. :)

Re: Castle Lands [Beta]

PostPosted: Mon Jun 01, 2009 7:18 am
by thenobodies80
I'll talk with Pikkio about these changes...
thank you guys! :)

Re: Castle Lands [Beta]

PostPosted: Mon Jun 01, 2009 8:18 am
by MrBenn
The courts are set as starting positions because there are 8 of them, which ensures that everybody has an equal chance of getting the castle/courts in ANY game-type.

Re: Castle Lands [Beta]

PostPosted: Mon Jun 01, 2009 8:31 am
by Hopscotcher
I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.

Fun Map!

ttfn,
Hops