Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

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Re: Dungeon of Draknor: Crypts and Catacombs [8/22] V.1-Pg1

Postby crazymilkshake5 on Sat Sep 08, 2012 2:37 pm

V2.0

added bonuses
changed territs
changed title look
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Re: Dungeon of Draknor: Crypts and Catacombs [9/8] V.2-Pg2

Postby koontz1973 on Tue Sep 11, 2012 11:05 am

Looking good crazy. Add some territ names so this and some basic rules and wil get this moved back to the drafting room.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/8] V.2-Pg2

Postby crazymilkshake5 on Tue Sep 11, 2012 7:35 pm

I do believe this is now able to be moved to the drafting room, yes?

V.3 added
Borders
rough Legend
Rough Territ names (Desperate need of names)
merged a few territs together.

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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Tue Sep 11, 2012 10:16 pm

And back it does. I will have a proper look at it tomorrow (long day at work today) and give you some thoughts on it.

[Moved]

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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Thu Sep 13, 2012 12:02 am

OK crazy, lets start at the beginning then and see this through to completion.

Graphics. What programme are you using as right now, they look bloody awful and make the map very hard to read. When I know, I can and will help. But I have a feeling you use GIMP.

Do you intend this to be like DoD1 and have players everywhere or more like feudal and have one starting position per player. Not clear on this at the moment.

Coloured territs around the rune attack the rune. Correct?
Coloured territs with the L on them. These are?
Coloured territs with Hero on them. These are?

When I know this, I can help further.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Thu Sep 13, 2012 7:59 am

koontz1973 wrote:OK crazy, lets start at the beginning then and see this through to completion.

Graphics. What programme are you using as right now, they look bloody awful and make the map very hard to read. When I know, I can and will help. But I have a feeling you use GIMP.

Do you intend this to be like DoD1 and have players everywhere or more like feudal and have one starting position per player. Not clear on this at the moment.

Coloured territs around the rune attack the rune. Correct?
Coloured territs with the L on them. These are?
Coloured territs with Hero on them. These are?

When I know this, I can help further.

Currently using gimp, and i know i suck, lol


I plan to have this more like Feudal, With the players starting on the Heroes. The heroes can then 1-way assault their corresponding L.

the colored territs around the rune do attack the rune, yes. But you must hold the correct colored hero to get through the gate. IE red hero cannot go through the yellow gate (Via conditional borders)
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Thu Sep 13, 2012 10:20 am

GIMP is good, you just need to know how to use it. Here I can and will give you lots of help throughout. Just post any questions or send them to me via PM and I can let you know my thoughts on how to do it.

Feudal is good. But this makes the balancing harder to do so you will be in GP longer. Just follow the advice given by the blue guys and they will not let you go wrong. As for hero to L, this is an atrocious idea. Why have two starting territs. Drop the hero ones. You can still have the conditional borders by holding the correct L territ to open them. This will give players an incentive to attack them to open new borders and close other players off.

Graphics. For now, I will leave the title to you to play with. And you do need to play with it. You need to learn GIMP like the rest of us. ;) Lets play around with the playing board. Here is what I would like you to do and it should give you pretty good results.

Walls. Here is an image for you to look at. I have posted steps for you but you need to adjust things to your liking.
Image
Top picture is step one and so on. Layers used - 3 (Ground, glow and wall layers)
1. Using the pencil in GIMP, you can find a size that suits but do not use the fuzzy ones. You need sharp edges for walls. Draw a line (when you have done a small part of it, you can copy and paste to get it done quicker). The pencil will not allow diagonals but there are none on your map that cannot be made at right angles.
2. When you have drawn all the walls, you can select all and use any texture you want here to fill in the walls. I used the GIMP paper one in the illustration.
3. Now comes the fun part. You need to create another layer under you wall layer (glow layer). Again, select all on the wall layer, go down to the glow layer. Select tab at the top. Grow and feather are what you need. My illustration is grow by 3, feather by 9. (Always this ratio. So a grow of 5 is feather of 15). Fill selection with black. You can change the opacity to make it lighter.
4. Floor layer, just fill with anything for now but make it one thing.

This will get you nice walls that look pretty dam good. Go and look at escape in the main foundry and you will see this over a whole map. There are other ways to do this but this is the quickest one I know.

Here is a place you can go for textures. Just download to your machine and use. All royalty free. Make sure you use royalty free only images.
http://www.cgtextures.com/
This guy on youtube is pretty good at explaining things and has lots of videos. Good thing for you to go and watch a few.
http://www.youtube.com/watch?v=E84BNlYvcNk
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Thu Sep 13, 2012 2:28 pm

show: koontz quote

Ahh! thanks mate, ill see what i can do with the suggestions!
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Thu Sep 13, 2012 3:38 pm

so i think what im going to do is take out the heroes, make gameplay more like DoD and not feudal, but have the L's start as 5 or 10 neutral.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Mon Sep 17, 2012 11:23 am

With the taking out of heros, how will that effect the conditional borders and taking of the winning territ?
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Mon Sep 17, 2012 12:07 pm

koontz1973 wrote:With the taking out of heros, how will that effect the conditional borders and taking of the winning territ?

I would make it to where you only have to hold the key, so anyone can grab any key
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Mon Sep 17, 2012 12:13 pm

So the key opens each of the same coloured doors. That works. Might be an idea also to colour an arrow the same colour so the keys open up extra doorways. So holding the green key allows you to attack the sleeping quarters from the treasure room. Sort of like secret passages.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Mon Sep 17, 2012 3:39 pm

koontz1973 wrote:So the key opens each of the same coloured doors. That works. Might be an idea also to colour an arrow the same colour so the keys open up extra doorways. So holding the green key allows you to attack the sleeping quarters from the treasure room. Sort of like secret passages.

ok now that would be cool...
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Mon Sep 24, 2012 12:01 pm

crazy, hows it looking?
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Thu Sep 27, 2012 3:05 pm

koontz1973 wrote:crazy, hows it looking?

workin on it, lol

The way I had done it, it would just be easier for me to re-do the borders.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby crazymilkshake5 on Sun Sep 30, 2012 10:17 pm

update'll be coming soon.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Fri Oct 12, 2012 4:54 am

crazy, going to give you till the end of the weekend to get one posted. Other wise you know what will happen. But please do one, it does not need to be big at all. Anything is worth a mention.
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Re: Dungeon of Draknor: Crypts and Catacombs [9/11] V.3-Pg2

Postby koontz1973 on Sun Oct 14, 2012 11:25 pm

[Moved]

Sorry crazy, been longer than the month and into ideas we go. Will be happy to get this moved back when an update has been made.

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