Siege II -new map-

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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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Re: Siege II -new map-

Postby natty dread on Thu Aug 26, 2010 5:40 pm

Well, just let me know if you need a texture for anything.
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 5:51 pm

natty_dread wrote:Well, just let me know if you need a texture for anything.
I am open to, and would like to get your suggs, if you have any.
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Re: Siege II -new map-

Postby natty dread on Thu Aug 26, 2010 6:24 pm

Well, how about something like this

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Re: Siege II -new map-

Postby natty dread on Thu Aug 26, 2010 6:31 pm

or, with a polar transformation for the round floors of the towers:

Click image to enlarge.
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edit. ok, this one didn't turn out so well...
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Re: Siege II -new map-

Postby Victor Sullivan on Thu Aug 26, 2010 6:44 pm

Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).
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Re: Siege II -new map-

Postby Evil DIMwit on Thu Aug 26, 2010 7:06 pm

Oh, and while you're making the next version, you might as well number the Z territories so we can discuss them more easily.
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 7:26 pm

Victor Sullivan wrote:Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).
I have yet to draw the cannons for that side. Was thinking, (maybe), to put archers there instead.
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Re: Siege II -new map-

Postby porkenbeans on Thu Aug 26, 2010 7:27 pm

Evil DIMwit wrote:Oh, and while you're making the next version, you might as well number the Z territories so we can discuss them more easily.
Will do.
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Re: Siege II -new map-

Postby Teflon Kris on Sat Aug 28, 2010 11:07 am

Very nice development mate.

There are currently 3 ways in to the castle - the two tunnels coming out in the same place. Maybe a complex underground tunnel system would take up too much room - however, maybe the tunnels could also connect to a trap door in G or L, or maybe C (4 to 6)?

Having archers would be well cool - especially on C.

I'm still thinking having the boats as starting points would really make the gameplay stand out a mile from Siege 1. They would need to not be able to attack one another (as per the Danelaw map - btw what happened to it) to prevent the quick kill (and then to make them kill-able eventually, they could be bombardable from C1 to 3.

With, or without, boats as starting points, they could perhaps be spread out a bit? So that, some have quicker access to different castle entrances?

There could probably do with some impassables between the bonus areas to the south of the castle but this can be looked at later maybe. The question of starting points or not will impact on how everything else works outside the castle so is worth addressing first.

:D
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Re: Siege II -new map-

Postby Victor Sullivan on Sat Aug 28, 2010 11:27 am

DJ Teflon wrote:Very nice development mate.

There are currently 3 ways in to the castle - the two tunnels coming out in the same place. Maybe a complex underground tunnel system would take up too much room - however, maybe the tunnels could also connect to a trap door in G or L, or maybe C (4 to 6)?

Having archers would be well cool - especially on C.

I'm still thinking having the boats as starting points would really make the gameplay stand out a mile from Siege 1. They would need to not be able to attack one another (as per the Danelaw map - btw what happened to it) to prevent the quick kill (and then to make them kill-able eventually, they could be bombardable from C1 to 3.

With, or without, boats as starting points, they could perhaps be spread out a bit? So that, some have quicker access to different castle entrances?

There could probably do with some impassables between the bonus areas to the south of the castle but this can be looked at later maybe. The question of starting points or not will impact on how everything else works outside the castle so is worth addressing first.

:D

I agree with everything. The boats as starting places I think would set this map, like he said, apart from the other siege map. The archers sound cool, too btw. Maybe their bombardments are different from the cannons? Also, what happened to Merlin? You never addressed it when you quoted me:
porkenbeans wrote:
Victor Sullivan wrote:Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).
I have yet to draw the cannons for that side. Was thinking, (maybe), to put archers there instead.

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Re: Siege II -new map-

Postby Teflon Kris on Sat Aug 28, 2010 12:39 pm

Victor Sullivan wrote:The archers sound cool, too btw. Maybe their bombardments are different from the cannons?


Yeah, I think my previous sketches may have mentionned this:

With boat starting points, C1 to C3 would be suitable spots to bombard the boats,

and, C4 to C6 (plus maybe some wall positions) could be Archers to bombard some of the areas south of the castle (hills, pasture etc). This could be made even more interesting if there were some regions 'sheltered' from the Archers (e.g. by bits of old ruin walls etc.).

:D
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Re: Siege II -new map-

Postby porkenbeans on Sat Aug 28, 2010 12:48 pm

About the boats as starting positions, I thought about it, but could not come up with a good way to do it. In maps with starting positions, the starting positions are spread out across the map so that they are pretty much equally apart from each other. So unless I redraw the map as an "island castle", Starting positions is out.

About the archers, well maybe we could just make them bombard something different, than the cannons do ?

I would not be against bringing in wizards, or dragons, or whatever, but I do not want anything that is name specific to any other books, such as "Merlin". Also, how would I place them, and what would be their function ?

I do not want to over-pack the map with too many items. The "Z" territs need to be divided and named, so I would ask for input on that first. Once we decide the layout, along with the impasses, then we need to figure out the bonus amounts. I just threw up some numbers for the time being, to show how the legend could be laid out. I do not want to make the legend any larger than what it is now.
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Re: Siege II -new map-

Postby Victor Sullivan on Sat Aug 28, 2010 1:33 pm

You should make T2 the Merlin or "Warlin" or "Zoran" or something. This way, you don't have to add any territories, plus, he's in a sensible spot. Maybe he could bombard all wall territories? I'm thinking maybe an auto-deploy 1 for him too? Idk, I just really like the idea of the king's right-hand wizard.

-Sully

P.S. Could you put the newest version of your map in your first post?
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Re: Siege II -new map-

Postby Teflon Kris on Sat Aug 28, 2010 3:43 pm

porkenbeans wrote:Starting positions is out.


Are you sure - they could literally be 'outside' - each in a small inset. Each start could enter the map by a choice of, say, 4 entrances - which could be different locations in the lake / swamp - or maybe any of the lake / swamp regions at the edge of the map. It could be done by squashing the bottom part of the map, then having the boats in a line, each with a mini-inset patterned border square. It would work something like the commander start positions in the Russian Revolution map - legend would just need to say - 'boats one way attack ... regions'.
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Re: Siege II -new map-

Postby porkenbeans on Sat Aug 28, 2010 3:58 pm

Victor Sullivan wrote:You should make T2 the Merlin or "Warlin" or "Zoran" or something. This way, you don't have to add any territories, plus, he's in a sensible spot. Maybe he could bombard all wall territories? I'm thinking maybe an auto-deploy 1 for him too? Idk, I just really like the idea of the king's right-hand wizard.

-Sully

P.S. Could you put the newest version of your map in your first post?
You may have a good idea here. I will put some thought on this.
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