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

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

Postby crazymilkshake5 on Wed Aug 22, 2012 2:45 pm

Map Name: Level 2- Dungeon of Draknor: Crypts and Catacombs
Mapmaker(s): crazymilkshake5, orginal idea by Widowmakers
Number of Territories: 68ish
Special Features: conditional borders, one way attacks, starting positions
What Makes This Map Worthy of Being Made: It is the second level of Draknor.

You start in one of the 8 bottom "heroes" the "heroes" can only attack their corresponding territ that borders the outside. The middle is accessible by going through the color that you own

Map Image:
Click image to enlarge.
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thoughts on gameplay would be great.

dont comment on graphics yet, as they will get better as this goes on.
Last edited by crazymilkshake5 on Tue Sep 11, 2012 7:38 pm, edited 4 times in total.
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby nolefan5311 on Wed Aug 22, 2012 3:34 pm

Please please please follow through with this.

A few opening thoughts:

- If territories don't directly border each other, you will need to have arrows (similar to the original Draknor map) As is, its tough for me to tell which regions border which.
- Will there by bonuses?
- The territories in the corner have a significant disadvantage as they have quite a bit more territories to go through to get to the center.
- The colored regions in the corners will get no action and people will just fight over the colored regions closest to the starting positions. Are these intended to be starting positions as well?
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby crazymilkshake5 on Wed Aug 22, 2012 3:47 pm

nolefan5311 wrote:Please please please follow through with this.

A few opening thoughts:

- If territories don't directly border each other, you will need to have arrows (similar to the original Draknor map) As is, its tough for me to tell which regions border which.
- Will there by bonuses?
- The territories in the corner have a significant disadvantage as they have quite a bit more territories to go through to get to the center.
- The colored regions in the corners will get no action and people will just fight over the colored regions closest to the starting positions. Are these intended to be starting positions as well?

arrows will be added in the next version
yes
thatll get worked out sometime, just kinda drew territs to fill in space
Everybody will start with 1 territ,one of the ones on the bottom
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby zimmah on Wed Aug 22, 2012 6:59 pm

Since there also an update to allow for conditional borders, I think that would also do very well on this map.
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby Victor Sullivan on Wed Aug 22, 2012 7:17 pm

Just be careful on this one. Using the name of Draknor comes with very high expectations...

-Sully
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby crazymilkshake5 on Wed Aug 22, 2012 7:27 pm

zimmah wrote:Since there also an update to allow for conditional borders, I think that would also do very well on this map.

Thats what pushed me over to get this out ;)


Victor Sullivan wrote:Just be careful on this one. Using the name of Draknor comes with very high expectations...

-Sully

Im up for the challenge! :D
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby koontz1973 on Wed Aug 22, 2012 11:51 pm

crazymilkshake5, this has been talked about for so long now, you have a lot of very anxious people that will look over this with a find tooth comb.

Lets get some official things over with, then we can move on with the map.
Title of thread needs to be this so everyone can see the info.
Name of map - date of last update - page of last update - anything else. Please get yours changed.
Continents, bonuses and territ names. These need to be put on ASAP for it to be considered a draft. They can change but it makes things a lot easier when people know what part of the map they are talking about.
Last thing, legend, get some rules on there.

Now, back to the map. Are all players starting in the middle?
Coloured boxes at the bottom, what are these for?
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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby crazymilkshake5 on Thu Aug 23, 2012 8:46 am

koontz1973 wrote:crazymilkshake5, this has been talked about for so long now, you have a lot of very anxious people that will look over this with a find tooth comb.

Lets get some official things over with, then we can move on with the map.
Title of thread needs to be this so everyone can see the info.
Name of map - date of last update - page of last update - anything else. Please get yours changed.
Continents, bonuses and territ names. These need to be put on ASAP for it to be considered a draft. They can change but it makes things a lot easier when people know what part of the map they are talking about.
Last thing, legend, get some rules on there.

Now, back to the map. Are all players starting in the middle?
Coloured boxes at the bottom, what are these for?

title updated.
ill work on the map some more (hopefully) today, going out of town the 24, 25, 26th
The players will start in the bottom boxes.
the boxes then attack their corresponding outside color.
they can then only access the middle from using their own color.

if that makes seance, ill add a diagram in the next version
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Re: Dungeon of Draknor: Crypts and Catacombs [8/22] V.1-Pg1

Postby koontz1973 on Thu Aug 23, 2012 9:02 am

crazymilkshake5, please do not take this the wrong way and feel that I am going to in any way stall this map. DoD is one of my fav maps, even though I have only played it a handful of time. Any and all help that you need, please just ask but right now, I am going to put this into the melting pot/ideas forum for a few reasons. Please read below.
Drafting Room Guidelines

To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:

1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.

Draft images should generally not be larger than 630x600px (small image) or 840x800px (large image).


[moved]

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

Postby crazymilkshake5 on Thu Aug 23, 2012 9:32 am

koontz1973 wrote:crazymilkshake5, please do not take this the wrong way and feel that I am going to in any way stall this map. DoD is one of my fav maps, even though I have only played it a handful of time. Any and all help that you need, please just ask but right now, I am going to put this into the melting pot/ideas forum for a few reasons. Please read below.
Drafting Room Guidelines

To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:

1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.

Draft images should generally not be larger than 630x600px (small image) or 840x800px (large image).


[moved]

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

Postby agentcom on Thu Aug 30, 2012 12:20 am

crazymilkshake5 wrote:What Makes This Map Worthy of Being Made: It is the second level of Draknor.



Couldn't have said it better myself. Good luck CMS.
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Re: Dungeon of Draknor: Crypts and Catacombs [8/22] V.1-Pg1

Postby AndyDufresne on Thu Aug 30, 2012 9:40 am

Look forward to this if it gets up and running.


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Re: Level 2- Dungeon of Draknor: Crypts and Catacombs

Postby RjBeals on Thu Aug 30, 2012 1:07 pm

Victor Sullivan wrote:Just be careful on this one. Using the name of Draknor comes with very high expectations...


yikes. Indeed it does. It doesn't feel right using the Draknor name with WM's thumbs up. Good luck with this project -
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Re: Dungeon of Draknor: Crypts and Catacombs [8/22] V.1-Pg1

Postby chapcrap on Thu Aug 30, 2012 1:31 pm

Do it!! Definitely worthy of being made.

When I get on an actual computer, I'll comment more about the graphics and gameplay.
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Re: Dungeon of Draknor: Crypts and Catacombs [8/22] V.1-Pg1

Postby crazymilkshake5 on Thu Aug 30, 2012 1:40 pm

the second draft is in the works with bonuses and territ names, and borders
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