Siege II -new map-

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Re: Siege II -new map-

Postby Teflon Kris on Fri Apr 23, 2010 1:27 pm

00iCon wrote:same boring tunnel...
as i mentioned, can we have an inset of a cave network instead, which has multiple entrances and exits...


I like the sound of that, I'm up for doing diagram with a mini-draknor-style-underground-inset. Moving the coastline / beach / shrubbery / woods / tunnel would create enough room.

:-)
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Re: Siege II -new map-

Postby porkenbeans on Sat Apr 24, 2010 3:24 pm

I did some more playing around with the graphics. I have also been toying around with the idea of having a drop down menu for the legend. It would be a great way to utilize space better. So if you need to refer to the legend, all you need to do is click on the drop down. I know that it may not be supported by the xml, but I think that it would be a very easy thing to incorporate. It could be used on many maps that need the extra space.
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Re: Siege II -new map-

Postby natty dread on Sat Apr 24, 2010 3:28 pm

I have also been toying around with the idea of having a drop down menu for the legend.


The game engine does not support such things.
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Re: Siege II -new map-

Postby porkenbeans on Sat Apr 24, 2010 3:46 pm

natty_dread wrote:
I have also been toying around with the idea of having a drop down menu for the legend.


The game engine does not support such things.
I can not believe that it would be a dificult thing to make so. But if that is indeed the case, then how about a link to the legend. I see that Turny games have a link to the respective thread, so just make a link to a locked thread that displays the legend, and there could be included a map brief or summary there as well.
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Re: Siege II -new map-

Postby natty dread on Sat Apr 24, 2010 3:59 pm

I can not believe that it would be a dificult thing to make so. But if that is indeed the case, then how about a link to the legend.


Neither of them is currently possible. If you want that changed, you should take it up with lackattack, but I wouldn't get my hopes up...

Current regulations require all maps to have a legend showing all rules of the map incorporated into the map image.
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Re: Siege II -new map-

Postby Teflon Kris on Sun Apr 25, 2010 5:06 am

Did you have a look at my gameplay scribbles porkenbeans?
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Re: Siege II -new map-

Postby porkenbeans on Sun Apr 25, 2010 11:36 am

DJ Teflon wrote:Did you have a look at my gameplay scribbles porkenbeans?
Yes I did, Take a look at my post that followed it.

I believe that mapmaking follows a natural course. Maps evolve differently, most start with an idea, be it Graphically or gameplay wise. Then it is batted back and forth between the two, as it progresses into a finished product. Each one changes with every return.

I liked some of your ideas and so I batted this last image back to you. The ball is now back in your court. I look forward to see what you come up with. Remember, nothing is in stone, and I can change anything with the respect to the graphics. 8-)
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Re: Siege II -new map-

Postby Teflon Kris on Sun Apr 25, 2010 1:19 pm

Cool - just adjusting my bat then :lol:
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Re: Siege II -new map-

Postby porkenbeans on Sun Apr 25, 2010 1:38 pm

DJ Teflon wrote:Cool - just adjusting my bat then :lol:
Pick a heavy one, and bat away. :lol:
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Re: Siege II -new map-

Postby Teflon Kris on Tue Apr 27, 2010 4:18 pm

Ok - here's a gameplay ideas update:

Main change = using the tunnels to create an underground network - with includes lots of one way tunnels and entrances within the castle.

Minor changes (some of them) - extra entrances to each large tower (as well as the one-way entrances from the tunnels inset). The area between the canon tower and main castle becoming a village - surrounded by a wall.

If start positions are adopted then - either distant ships in insets which can enter the bay by any region would be cool (8, or preferably 9 ships needed) - or the alternative idea below with ships seperated by rocks (forgot to show one-way attack out from ships on the diagram) and then meeting at neutral killer whirlpools (a la Danelaw) - I included 16 starts to help ensure a balance. Really, I should have moved the island to the middle for balance (with 8 starts either side).

I've labelled the bay and beach regions with E & W - one idea might be for one tower to be able to bombard the east, and the other the west - however, one bombarding water regions and the other land regions would be cooler I think. 8-)

My diagram is shorter in the downward direction to try to create room for an underground inset, key, bonus box etc. There is scope perhaps for a little more trimming.

Similarly, room could be created on the right-hand side (where perhaps ships insets could live).

Anyway:

Image

Really awfully scribbled underground inset:

Image

show: Further Explanations for the Legend and bonus box


Possible further amendments (on top of making the island central) include broken walls beyond the moat - adds extra impassables to break-up those areas, and, interestingly would make the areas between the moat and outer walls protected from bombardment from the main tower (but not the castle outer wall regions).

I can happily re-do the above diagrams, especially since the first could do with thicker pen being used and the second is very messy :lol:
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Re: Siege II -new map-

Postby porkenbeans on Tue Apr 27, 2010 7:54 pm

Nice work dj.
I am going to take my time to study this. In the meantime would it be possible to see this in full size 840x800. Also if there is going to be insets of any kind, that means that the current map image will need to be shrunk. We are limited to 840 wide x 800 tall. Here is the problem that we might run in to. If we shrink the image to make room for an inset, some of the territs will become too small. Remember this is the large version, and we will have to make a small map as well.

I like what I see from browsing it briefly. I will take a few days to study it in depth. It would help me if I had a full size version that matches my working draft to scale.
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Re: Siege II -new map-

Postby Teflon Kris on Wed Apr 28, 2010 1:30 pm

I'll have a look when I get home shortly - I think I should be able to post bigger images, the original scan was massive and I think I saved it before scaling down to what I posted above.

I'll post a few suggestions on saving space too.

:D
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Re: Siege II -new map-

Postby Teflon Kris on Wed Apr 28, 2010 4:46 pm

OK - Here is a bigger version of the image above:

Image

show: Really awfully scribbled underground inset again


show: Further Explanations for the Legend and bonus box again


Possible further amendments (on top of making the island central) include broken walls beyond the moat - adds extra impassables to break-up those areas, and, interestingly would make the areas between the moat and outer walls protected from bombardment from the main tower (but not the castle outer wall regions).

I can happily re-do the above diagrams, especially since the first could do with thicker pen being used and the second is very messy :lol:

show: Space Saving Ideas
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Re: Siege II -new map-

Postby Eddy_26 on Tue May 11, 2010 6:06 am

In most castle siege movies, the people attacking the walls usually get done over pretty well. Perhaps you could portray this with decaying neutrals around the outer wall?
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 2:38 pm

Click image to enlarge.
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Re: Siege II -new map-

Postby natty dread on Thu Aug 26, 2010 2:41 pm

Looking good!
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 2:53 pm

natty_dread wrote:Looking good!
Thank you. :D

Need some help with the "Z" areas. There is room for one or two bonus regions there. But do not know exactly how it should be divided up, or named.
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Re: Siege II -new map-

Postby Evil DIMwit on Thu Aug 26, 2010 3:20 pm

I like where this is going. You have a lot of 4+ way corners, though, which ideally you should get rid of.
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 3:37 pm

Evil DIMwit wrote:I like where this is going. You have a lot of 4+ way corners, though, which ideally you should get rid of.
I understand. Will do on the next version.
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Re: Siege II -new map-

Postby Industrial Helix on Thu Aug 26, 2010 3:39 pm

The gameplay looks like a lot of fun.

But the graphics are a sore contrast between digitally created and realism. You should use a less obvious photoshop texture for the castle floors and ought to use a photographs of real boats or something. The brick is decent, but it looks strange all cobbled together like that.

The text would be better with a black glow rather than a drop shadow. The drop shadow just looks out of place.

Speaking of shadows... the castle doesn't have one.
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Re: Siege II -new map-

Postby Bruceswar on Thu Aug 26, 2010 4:00 pm

maybe the stone could be more like so.

Either in the castle itself or the walls.. Bricks and Castle walls just do not mix?

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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 4:12 pm

Bruceswar wrote:maybe the stone could be more like so.

Either in the castle itself or the walls.. Bricks and Castle walls just do not mix?

Image
The bricks are from the original Siege, But you may be on to something with this sug. I will try out a few Alternatives. Thank you much. :D
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Re: Siege II -new map-

Postby Bruceswar on Thu Aug 26, 2010 4:14 pm

Here are some more samples...

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Re: Siege II -new map-

Postby natty dread on Thu Aug 26, 2010 4:17 pm

If you need textures I'll be glad to help.
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 4:57 pm

natty_dread wrote:If you need textures I'll be glad to help.
I am fine with exeriamenting with some texture changes, but I am not sure that I want to loose all of the ties, to Siege I.
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