Castle Lands [Quenched]

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Re: Castle Lands [Beta]

Postby PLAYER57832 on Sat May 30, 2009 6:03 pm

I like this map a lot!

A minor tweak, though.

There is a brown spot just to the right of the East Bridge that makes it seem as if the bridge is connected to the brown section as well as Woodland. This is the only one that is not clear.
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Re: Castle Lands [Beta]

Postby Hatchman on Sun May 31, 2009 9:40 am

I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?
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Re: Castle Lands [Beta]

Postby Seulessliathan on Sun May 31, 2009 12:40 pm

hatchman wrote:I think it's a very clever map... Now how many forced neutrals? Nine? Do we really need them?


what about making the bridge neutrals 2´s?
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Re: Castle Lands [Beta]

Postby iancanton on Sun May 31, 2009 1:04 pm

reducing the bridge neutrals to 2 each is possible. at the moment, about half of 1v1 games finish with no bridges captured. we must start all bridges neutral because this is an essential part of the gameplay design for this map.

however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)
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Re: Castle Lands [Beta]

Postby Mr_Adams on Sun May 31, 2009 4:34 pm

I disagree. I'm in about a dozen of these games right now and I find the neutral towers to be the best possible turn 1 card territory half the time.
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Re: Castle Lands [Beta]

Postby thenobodies80 on Sun May 31, 2009 6:26 pm

iancanton wrote:reducing the bridge neutrals to 2 each is possible.


Agreed

iancanton wrote:however, we have a more pressing problem in 2-player games. player 1 starts with 12 regions and a deployment of 4 troops so, by winning only 1 region from player 2, he secures an immediate advantage, cutting player 2's starting deployment to only 3 troops. also in 2-player games, the castle is almost never captured, for example Game 4992779.

we can stop these two things from happening if we code the 4 towers as start positions and not the 8 courts. if we do this, then there will be only 5 regions that are forced to start neutral: the tower and 4 bridges.

ian. :)


About this i'm confused, you're saying to set the 4 towers as starting position instead of courts?
Why there's a tower as starting neutral? :?

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Re: Castle Lands [Beta]

Postby iancanton on Mon Jun 01, 2009 2:52 am

well spotted, that man! if we set as start positions the towers instead of the courts, then the castle and 4 bridges will be forced to start neutral.

ian. :)
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Re: Castle Lands [Beta]

Postby thenobodies80 on Mon Jun 01, 2009 7:18 am

I'll talk with Pikkio about these changes...
thank you guys! :)

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Re: Castle Lands [Beta]

Postby MrBenn on Mon Jun 01, 2009 8:18 am

The courts are set as starting positions because there are 8 of them, which ensures that everybody has an equal chance of getting the castle/courts in ANY game-type.
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Re: Castle Lands [Beta]

Postby Hopscotcher on Mon Jun 01, 2009 8:31 am

I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.

Fun Map!

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Re: Castle Lands [Beta]

Postby thenobodies80 on Mon Jun 01, 2009 9:30 am

Hopscotcher wrote:I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.

Fun Map!

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Where do we write that? :?

Towers and catapults with the same coloured flag can bombard each other

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Re: Castle Lands [Beta]

Postby OlJock99 on Mon Jun 01, 2009 10:11 am

I agree with the 12 region comment. That's my biggest beef with the Siege Map. Getting rid of 2 neutrals would help a ton.
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Re: Castle Lands [Beta]

Postby Hopscotcher on Mon Jun 01, 2009 1:33 pm

thenobodies80 wrote:
Hopscotcher wrote:I played a game and I think it said that I could assault The Ridge from Coppiece. I didn't try it, because that is not where I wanted to attack, but you might want to check that out.

Fun Map!

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Where do we write that? :?

Towers and catapults with the same coloured flag can bombard each other


Coppiece is yellow. Ridge is red.
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Re: Castle Lands [Beta]

Postby Hopscotcher on Mon Jun 01, 2009 1:35 pm

OlJock99 wrote:I agree with the 12 region comment. That's my biggest beef with the Siege Map. Getting rid of 2 neutrals would help a ton.


Perhaps the Catapults start off as Neuts as well?
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Re: Castle Lands [Beta]

Postby Mr_Adams on Mon Jun 01, 2009 7:48 pm

8 for the courts seems excesive. why not 6?
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