Conquer Club Racing [abandoned]

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Re: Conquer Club Racing - preliminary track layout

Postby Mr. Squirrel on Mon Jun 16, 2008 10:06 pm

Ethitts wrote:
Mr. Squirrel wrote:I like it. It looks cool. I like how you left a lot of room in the center. It gives you plenty of space to outline rules and powerups, etc. The only problem I see is at the very beginning when the 8 lane track narrows into 4. You should make it so that it narrows from the top and the bottom like you did on the the other side of the 8-lane segment. The way it is now, the very top starter lane has a huge disadvantage. Either that, or you could just put fewer neutrals in his lane.


I'm not sure, wouldn't the disadvantage also be the same as the bottom lanes aswell? How I will place the army circles should hopefully take away any disadvantages because I even though the top and bottom lanes curve in, it will still be the same distance for every lane. Let me try show you:

(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)-(3)
(3)-(3)-(3)-(3)

As you can see, it's the same distance along the track for any racer, they just have to change lanes is all. Although this possibly provides an advantage for the middle 2 lanes as they might not have any confrontation. What do you all think?

I see your point now and I never thought of that. If you set the territories up that way, you should be o.k. As for the middle lanes, I don't think you should impede them because the lanes on either side of them can attack them and if the center lanes get too far ahead, the other lanes will just start taking the center lanes' 1 army territories and catch up. It should work out alright.
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Re: Conquer Club Racing - preliminary track layout (poll)

Postby Ethitts on Mon Jun 16, 2008 10:30 pm

wcaclimbing wrote:I voted NO in the poll, but after reading the thread, I would like to change my vote to YES.

but the poll won't let me change the vote.
So just pretend there is one more vote for yes and one less for no.


Hehe, sorry I didn't realize I made the poll like that
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Re: Conquer Club Racing - preliminary track layout (poll)

Postby Ethitts on Tue Jun 17, 2008 8:04 am

Hi all, small update with the map:

1. Changed the background to luscious green grass, no longer the desert.
2. Added the padding bits on the inner curves (I don't know what they're called).
3. Added a pit stop tent.
4. Added some cars in the colours of conquer club players.

More later!
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Re: Conquer Club Racing - preliminary track layout (poll)

Postby seamusk on Tue Jun 17, 2008 8:09 am

Ethitts wrote:Hi all, small update with the map:

1. Changed the background to luscious green grass, no longer the desert.
2. Added the padding bits on the inner curves (I don't know what they're called).
3. Added a pit stop tent.
4. Added some cars in the colours of conquer club players.

More later!

Ethitts,

I think this is coming along. Those cards look like they will simply disappear in the noise though. Especially if you plan to put armies on top. As I said, i hate car racing but I think this will have broad appeal here. And I know many of my mates love car racing so I'd expect a good audience for this one. Keep up the good work!
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Re: Conquer Club Racing - preliminary track layout (poll)

Postby Ethitts on Tue Jun 17, 2008 8:13 am

seamusk wrote:Ethitts,

I think this is coming along. Those cards look like they will simply disappear in the noise though. Especially if you plan to put armies on top. As I said, i hate car racing but I think this will have broad appeal here. And I know many of my mates love car racing so I'd expect a good audience for this one. Keep up the good work!


Sweet, cheers for your support. I do hope people like this map.
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Re: Conquer Club Racing

Postby MrBenn on Tue Jun 17, 2008 8:44 am

I like this idea - there is a lot of potential here.

My intial thoughts:

1. You need to make sure your lanes are wide enough for 3-digit numbers (especially on the ups/downs)

2. I'd like to see your first draft to get an idea of where you're going to put power-ups, checkpoints etc... it has been taken off your first post.

3. I'll have a think about bonus/power-up suggestions - I'm sure there are more that you could implement.
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Re: Conquer Club Racing

Postby TaCktiX on Tue Jun 17, 2008 9:01 am

I really don't like the 8 lanes. That just screams "I'M ADAPTING THIS FOR CC AND REMOVING REALITY, GIVE ME A SECOND HERE". Instead, why not stick with the four lane idea, and have a 4x2 "starting matrix", all of which are only able to attack past the starting line (i.e., no insta-kills). Also, I think it should look more like a Formula One track instead of Indy or Stock (i.e., twists and turns, very little "I only know how to turn left!"). Find a real-life track and use it for inspiration if need be.
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Re: Conquer Club Racing

Postby seamusk on Tue Jun 17, 2008 12:44 pm

Not to almost always disagree with you TaCk but I like the 8 lanes rather than trying to force 8 racers into 4 at all points.
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Re: Conquer Club Racing

Postby Ethitts on Tue Jun 17, 2008 11:18 pm

Another update:

1. Added some temporary text just so people have an idea of what's going on.
2. Added 3 types of power-ups at different places on the map.
3. Added a burning car off the track.

Once again, more later!
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Re: Conquer Club Racing

Postby Ethitts on Tue Jun 17, 2008 11:20 pm

Oops, made a mistake. The start shouldn't be auto-deploy. Also the booster should probably be 3 territories ahead, not 6.
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Re: Conquer Club Racing

Postby MrBenn on Wed Jun 18, 2008 5:17 pm

Ethitts - please can you post your updated image here in the thread as well as on the 1st post - it saves clicking around trying to tally up comments to the map version, and then you can see the image on the thread preview when posting a reply.

Also please could you add [url] links to the 1st post for your earlier drafts - this is helpful as people can see the changes that have been ,made, and can help to avoid circular changes/arguments.

Ethitts wrote:Another update:

1. Added some temporary text just so people have an idea of what's going on.
2. Added 3 types of power-ups at different places on the map.
3. Added a burning car off the track.

Once again, more later!

Click image to enlarge.
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Re: Conquer Club Racing

Postby Ditocoaf on Wed Jun 18, 2008 8:03 pm

Great idea! I can tell that this will change a lot as it goes through the foundry's blender, but I think this map has a lot of promise. I really like the concept.
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Re: Conquer Club Racing

Postby Ethitts on Thu Jun 19, 2008 5:34 am

MrBenn wrote:Ethitts - please can you post your updated image here in the thread as well as on the 1st post - it saves clicking around trying to tally up comments to the map version, and then you can see the image on the thread preview when posting a reply.

Also please could you add [url] links to the 1st post for your earlier drafts - this is helpful as people can see the changes that have been ,made, and can help to avoid circular changes/arguments.


Ok, I'll do that from now on. Sorry, but I am still quite new at this.
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Re: Conquer Club Racing

Postby max is gr8 on Thu Jun 19, 2008 12:26 pm

what advantage do you have holding the pit stop? none
I think the 3 spaces behind mines should be killers (so the mines actually effect) and the 3 infront of missiles are gone
In both of those 2 cases I am talking about the one directly infront, one front and left the one front and right
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Re: Conquer Club Racing

Postby Ethitts on Thu Jun 19, 2008 1:30 pm

max is gr8 wrote:what advantage do you have holding the pit stop? none
I think the 3 spaces behind mines should be killers (so the mines actually effect) and the 3 infront of missiles are gone
In both of those 2 cases I am talking about the one directly infront, one front and left the one front and right


Yea sorry, still a work in progress. The reason for the pit stop not having an advantage was because I hadn't decided on an actual advantage yet. All bonuses/power-up locations etc are subject to change. Your ideas/suggestions are welcome, keep em coming and the faster this map will progress! Cheers.

As for the killers behind the neutrals, what exactly do you mean? If you get the mine then the territories behind become killers? I'm not sure if that's possible or not, if it is then yea, that's a great idea.
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Re: Conquer Club Racing

Postby MrBenn on Thu Jun 19, 2008 7:12 pm

Ethitts wrote:
MrBenn wrote:Ethitts - please can you post your updated image here in the thread as well as on the 1st post - it saves clicking around trying to tally up comments to the map version, and then you can see the image on the thread preview when posting a reply.

Also please could you add [url] links to the 1st post for your earlier drafts - this is helpful as people can see the changes that have been ,made, and can help to avoid circular changes/arguments.


Ok, I'll do that from now on. Sorry, but I am still quite new at this.

No problem ;-) - I wasn't criticising at all - just trying to make it easier to follow the devlopment of what I think has some really good potential.
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Re: Conquer Club Racing

Postby Juan_Bottom on Thu Jun 19, 2008 8:46 pm

I think this map should either be a realistic race, or a cheesy one. The difference between Gran Turismo, and Mario Kart, ya know? If there is going to be power-ups, and fallen trees and such, then I'd go cheesy. Mixing the two just doesn't feel right.
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Re: Conquer Club Racing

Postby Ethitts on Fri Jun 20, 2008 12:33 am

Juan_Bottom wrote:I think this map should either be a realistic race, or a cheesy one. The difference between Gran Turismo, and Mario Kart, ya know? If there is going to be power-ups, and fallen trees and such, then I'd go cheesy. Mixing the two just doesn't feel right.


I am aiming for more of the Mario Kart style. So I want it too be cartooney. One idea I have is to make it a GIF and have the power-ups 'bounce' up and down on a map, or 'twist' around like they do on many games.
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Re: Conquer Club Racing

Postby ZeakCytho on Fri Jun 20, 2008 12:46 am

I think this map would work better as a Gran Turismo style map. If you can do highly realistic graphics, this map will look amazing. Definitely don't make distracting animations for the map.
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Re: Conquer Club Racing

Postby Ethitts on Fri Jun 20, 2008 12:52 am

ZeakCytho wrote:I think this map would work better as a Gran Turismo style map. If you can do highly realistic graphics, this map will look amazing. Definitely don't make distracting animations for the map.


I think with the power-ups and other additions a realistic map wouldn't suit. Also, I'm just not capable of making a highly realistic map.
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Re: Conquer Club Racing

Postby Juan_Bottom on Fri Jun 20, 2008 2:07 am

Ethitts wrote:
ZeakCytho wrote:I think this map would work better as a Gran Turismo style map. If you can do highly realistic graphics, this map will look amazing. Definitely don't make distracting animations for the map.


I think with the power-ups and other additions a realistic map wouldn't suit. Also, I'm just not capable of making a highly realistic map.


I wouldn't mind seeing either version. A Gran-Tourismo style would make the map more approachable,.......But since you lean to the cheesy side...

You should cheese-up the power-ups more. And the cars too, maybe one could be a monster truck, another a hearse, the next a buggy, whatever. Or go even more unique, like as in monopoly, or zoo race. Perhaps you could even create your own Mario-esc charactors. All in all, it just needs to be more cartoony. Think more Bugs Bunny, less Rally-X.
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Re: Conquer Club Racing

Postby max is gr8 on Sun Jul 27, 2008 8:53 am

Is this out of the window now? :( I think it has great potential.
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Re: Conquer Club Racing

Postby Juan_Bottom on Sun Jul 27, 2008 10:19 am

Yeah... how about we get this map back on track!
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Re: Conquer Club Racing

Postby Ethitts on Sun Jul 27, 2008 5:36 pm

Juan_Bottom wrote:Yeah... how about we get this map back on track!


Haha, yea i've been meaning to do an update for quite a while now, been quite busy. I'll see if I get time over the next week.
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Re: Conquer Club Racing

Postby Ethitts on Wed Aug 06, 2008 10:53 am

Would anyone like to take this idea? I've kind of lost motivation on it and I don't think I have the graphical skills to create a good map. I think it'd be a fun map to play, but I just think it would need some great graphics to go with it.
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