Island of Doom

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Island of Doom

Postby DiM on Sat Oct 15, 2011 4:56 pm

Map Name: Island of Doom
Mapmaker(s): DiM, zimmah
Number of Territories: 72 - 20 start as neutral, 52 are distributed
Special Features: bombardments, lots of neutrals, winning objectives, non-classic gameplay
What Makes This Map Worthy of Being Made: it's the island of fricking DOOM :twisted:
Stamps:
ImageImage Image Image Image Image

Gameplay: every important terit (temples, radio antennas, volcano, military base, villages) starts as neutral (temples and antennas = 3, all villages = 2, volcano and military base = 5) while everything else is randomly distributed.


final images:
xml: http://zimmah.webs.com/islandofdoomv1.3.xml


large:http://img580.imageshack.us/img580/2506/islandofdooml.png
Click image to enlarge.
image

small:http://img838.imageshack.us/img838/2802/islandofdooms.png
Click image to enlarge.
image



show: V14

show: V13

show: V12

show: V11

show: V10

show: V9

show: V8

show: V7

show: V6

show: V5

show: V3

show: V2

show: V1
Last edited by DiM on Sun Jun 10, 2012 4:36 pm, edited 24 times in total.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [16.Oct.11] - V1 - p1

Postby zimmah on Sat Oct 15, 2011 5:02 pm

wow, you kinda took all clichés and put them together in one map? :p
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Re: Island of Doom [16.Oct.11] - V1 - p1

Postby DiM on Sat Oct 15, 2011 5:10 pm

zimmah wrote:wow, you kinda took all clichés and put them together in one map? :p


in the next episode the long lost twin brother that everybody thought was dead turn out it actually is dead.... a living dead, brought back by a spell to suck blood from cheerleaders. :lol:
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Re: Island of Doom [16.Oct.11] - V1 - p1

Postby Victor Sullivan on Sat Oct 15, 2011 6:05 pm

Reminds me of ManBungalow's "Marooned" to an extent.

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Re: Island of Doom [16.Oct.11] - V1 - p1

Postby Industrial Helix on Sat Oct 15, 2011 6:39 pm

I'd like to see more quirks and story items like that giant octopus.
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Re: Island of Doom [16.Oct.11] - V1 - p1

Postby DiM on Sat Oct 15, 2011 9:29 pm

V2:
*added terits, names, military base, temples, radio antennas, villages, roads, paths and a lot of other stuff.
*reduced the size from 1000*1200 to 1000*900

image uploaded in the first post.
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby Flapcake on Sun Oct 16, 2011 2:29 am

Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby DiM on Sun Oct 16, 2011 8:17 am

Flapcake wrote:Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.



thanks for your comments. the military base is part of a winning objective together with the 3 radio antennas. since it is so important it will have quite a few neutral armies, that's why there's a way to pass through the red zone but not through the army base. this why you'll have to deal with the neutrals only when you go for the objective.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby ManBungalow on Sun Oct 16, 2011 8:26 am

As with any good objective-based map, needs more regions/bonuses.
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby DiM on Sun Oct 16, 2011 8:46 am

ManBungalow wrote:As with any good objective-based map, needs more regions/bonuses.


why?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby Flapcake on Sun Oct 16, 2011 9:23 am

DiM wrote:
Flapcake wrote:Very nice map, and interesting gameplay.

My comment: The Red zone, I can see the need to pass through the red zone, but what does the secret base do, other than the virus comes from there ? it lies in the red zone but at the end of a blind alley, it was just of curiosity to hear why you have made it like this?

Suggestion: create a rute cross the lake to the secret base, then it also function as a pass through.

I realy like your grafic work and your style.



thanks for your comments. the military base is part of a winning objective together with the 3 radio antennas. since it is so important it will have quite a few neutral armies, that's why there's a way to pass through the red zone but not through the army base. this why you'll have to deal with the neutrals only when you go for the objective.


Ahh ofcourse. (the eyes are the first you go blind on #-o )
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby isaiah40 on Sun Oct 16, 2011 12:37 pm

Your Supersize Application has been approved!
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show: High Score
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Re: Island of Doom [16.Oct.11] - V2 - p1

Postby DiM on Sun Oct 16, 2011 6:50 pm

thanks for the stamp isaiah.

and here's the final draft ready for gameplay discussions.

V3:
*added all terit names
*all bonuses
*starting neutral values are set, everything else is randomly distributed

so, can i get some gameplay feedback please? and a draft stamp :P

Click image to enlarge.
image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [17.Oct.11] - V3 - p1

Postby Victor Sullivan on Sun Oct 16, 2011 9:12 pm

The Military Base and Volcano don't serve much purpose other than for their respective objectives. Maybe include some nice one-way attacks, like Volcano ---> Netiro, Volcano ---> Polt, Volcano ---> Vuner, Secret Base ---> Jurib. Also, the dark, "gritty" metal background for the legend doesn't really work well with the font. I'd suggest picking a different font for the legend. You should make the map overall darker and "grittier" to give it more worthy of the descriptor, "DOOM" ;)

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Re: Island of Doom [17.Oct.11] - V3 - p1

Postby lostatlimbo on Sun Oct 16, 2011 9:14 pm

Where the hell are the polar bears? And the smoke monster?
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