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Re: Goblin Tribes v8 poll more territs? pg 1 & 5

Postby Danyael on Mon Jun 15, 2009 11:16 am

TaCktiX wrote:Since we're talking about gameplay pretty heavily already, and because the Drafts team considers this map ready for the Main, I bestow upon Goblin Tribes the Drafts stamp.

Image


:o :P what a great thing to see after working hard all weekend
thank you TaCktiX and the drafts team

squishyg wrote:Woo hoo! Congrats on your stamp!


Woo hoo! indeed
i might make an image for both options and re poll so its easier to compare but we'll see

iancanton wrote:moved into the foundry proper.

ian. :)

thanks iancanton
i guess theres one thing to add to this topic put Some D's on it

and thank you to everyone once again i'll have a new update out this week
Last edited by Danyael on Thu Jun 18, 2009 11:59 am, edited 1 time in total.
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Re: Goblin Tribes[D] v8 poll more territs? pg 1 & 5

Postby Orangicus on Thu Jun 18, 2009 5:06 am

I voted Other.

with this particular map, I'd like to see...

Myz and Mek as one territory.
Scab and Skank as one.
Mudbutt and Morguk as one.

Expansion in bloods at least (maybe fangs) - way too small.

Connect Scork, Blob and evil mine.
connect Flopz and Fungi.

Move the bone king somewhere else. Too easily taken; Scab area looks nice.

Drop the gate bonuses to individual; hold one gate +2

That's all my input! Just what I would do, don't take it personally!

=D>
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Re: Goblin Tribes[D] v8 poll more territs? pg 1 & 5

Postby Danyael on Fri Jun 19, 2009 12:52 pm

thanks for your input Orangicus

with this particular map, I'd like to see...

Myz and Mek as one territory.
Scab and Skank as one.
Mudbutt and Morguk as one.

unfortunately i will not merge any of these territs due to the fact this will bring the territ count back down after i add the four others
too 39 starting territs which is not as nice as 42

Expansion in bloods at least (maybe fangs) - way too small.

as the poll looks so far i'll add 4 to the bloods making it nine territs in total

Connect Scork, Blob and evil mine.
connect Flopz and Fungi.

even thou more connections will be good i think these are not ones i want to make

P.S. if a ca or mod sees this you can take down the poll that would be appreciated greatly then i can post my up date
two reasons the bloods will get another connection by the dark portal with the addition of the new territs
and with the fang connection i think it would make it allot easier to hold and expand if theres a connection between flopz and fungi

Move the bone king somewhere else. Too easily taken; Scab area looks nice.

i think having the skull chief on Squaat works best for functionality

Drop the gate bonuses to individual; hold one gate +2

do you mean hold evil mine get +2 or hold zap get +2
the gate bounus need more disscusion on what there value will be
but i'll keep your idea in mind

That's all my input! Just what I would do, don't take it personally!

=D>

thanks once again and nothing was taken personally i appreciate your feed back
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Re: Goblin Tribes[D] v8 poll more territs? pg 1 & 5

Postby iancanton on Fri Jun 19, 2009 3:12 pm

poll stopped immediately, as requested.

Poll Result wrote:Add more territs?
Poll runs till Sat 2009 Jun 20 02:17

add four territs to bloods and add none to fangs but increase size of fungi adding connection... 3... 60%
add two in fangs and only two in bloods... 1... 20%
other (see comment)... 1... 20%

Total votes : 5


in 2-player games, to stop player 1 from having 8 muds at the start and steamrollering player 2, have u considered making the tribe bonuses include the chief, in the style of supermax: prison riot? i like the chief bonuses, which keep the game interesting when there are 5 or more players.

ian. :)
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Re: Goblin Tribes[D] v8 poll more territs? pg 1 & 5

Postby Danyael on Fri Jun 19, 2009 6:12 pm

Version 8
Click image to enlarge.
image

Changes
-with the poll result have adding 4 more territs as a clear win i have gone ahead and done that
now that there is 50 territs in total the chiefs and gates will start as neutrals i have them as starting 2 but i think that i might change the chiefs
to be higher maybe 3 or 4 depending on how the game play evolves
-I have add a glow around the evil mine entrance and updated the look in the legend
-updated bonus for bloods now its hold 5 for +3
-i slightly enlarged the hobgob hut on fungi. I tried enlarging fungi itself but decided against it because it made it way to cluttered and did not
look as nice
-added a "poo doo" to mud chief
-fixed the little mountain near zap up so it looks more natural
-added two one way arrows(see to do and discussion)
Things To Do
-Borders ??? see discussion
-continue working on hob goblin hut (might add torch or something)
-make one way arrows fit in with overall look
-work on background around new blood territs to remove pixelation and major inconsistencies
Disscusion Topics and thoughts
-first off borders are they consistent enough or should i redo them all?
Reason is i forgot to note in the psd what i did exactly to the borders last time (gauss blur amount)
and i just tried my best to match the new borders with the old ones.
if they are too inconsistent i will redo all of them again
-second off one way arrows as you can see i have added two one way arrows between bloods and fangs
I'm going to work on the look for these so they match the other all look of the map.
my reasoning behind the spots i chose for them is to make fangs land not nearly as easy to hold and build out of due to its lack of gate access
and hob gob house feature
Is there any where else you'd like to see one way arrows? Any ideas or suggestions on how they should look?
-thirdly Gameplay there has been a few suggestions on to improving this. As i do want to keep the byob style it does need improvements
i mainly play 1v1 and i understand concerns of lopsidedness that may take place which is why i want the chiefs and gates to start neutral to stop
easy drops but iancanton brings up a great point

iancanton wrote:
in 2-player games, to stop player 1 from having 8 muds at the start and steamrollering player 2, have u considered making the tribe bonuses include the chief, in the style of supermax: prison riot? i like the chief bonuses, which keep the game interesting when there are 5 or more players.

ian. :)


-i agree that being steamrolled sucks as this has happened to many of use at one point or another by people getting lucky drops i know i have
dropped the bonus in russia area on the berlin 1961 map a few times (and i always went second but one time the other player didn't see that i
had 8 there so the steamrolling started and ended the match swiftly)
so what todo i've looked at supermax: prison riot and that got the gears going.
With having the chiefs start neutral and having them needed to get the bonus is one way of fixing this.
I wonder what the chance of a good drop would be and i will look into this farther and make changes as seen fit...
More ideas on this would be appreciated.
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Re: Goblin Tribes[D] v9 pg 1 & 6 june19

Postby targetman377 on Fri Jun 19, 2009 6:30 pm

i dont know if you want to do this but the teritory in the middle sakz i think that should be in the zoom, zoop so all 3 can attack each other. i think it would bring a new challange to the game play and then if it started nuetal it might be fairer in the drop. but if you dont like it you do not have to do it
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Re: Goblin Tribes[D] v9 pg 1 & 6 june19

Postby Danyael on Sat Jun 20, 2009 9:54 pm

targetman377 wrote:i dont know if you want to do this but the teritory in the middle sakz i think that should be in the zoom, zoop so all 3 can attack each other. i think it would bring a new challange to the game play and then if it started nuetal it might be fairer in the drop. but if you dont like it you do not have to do it


Image

Well I played around to see what it would look like.
With it being right in the middle it clutters things up to much.
As well if it is set neutral that would be used as a shield too easily.

but i could always have another dark gate if i could find a perfect spot
If people want a third gate but i think there is enough movement between the gates as is
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Re: Goblin Tribes[D] v9 pg 1 & 6 june19

Postby targetman377 on Sun Jun 21, 2009 1:41 am

Danyael wrote:
targetman377 wrote:i dont know if you want to do this but the teritory in the middle sakz i think that should be in the zoom, zoop so all 3 can attack each other. i think it would bring a new challange to the game play and then if it started nuetal it might be fairer in the drop. but if you dont like it you do not have to do it


Image

Well I played around to see what it would look like.
With it being right in the middle it clutters things up to much.
As well if it is set neutral that would be used as a shield too easily.

but i could always have another dark gate if i could find a perfect spot
If people want a third gate but i think there is enough movement between the gates as is



i see what you mean about that people using that as a defense. i do like the map though keep up the good work
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Re: Goblin Tribes[D] v9 pg 1 & 6 june19

Postby squishyg on Mon Jun 22, 2009 12:37 am

What if the Mud chief was standing in the mud? I think I'd like that better than the poop hat.

I think the mines are still too hard to see. I've been participating in this thread pretty regularly, and I had to spend a few minutes looking for the mines even after you put a glow around them (confession-I didn't even notice them until you mentioned you added a glow). They look good, just are hard to find. I like the little train tracks.

Your mountains look really good too.
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Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Mon Jun 22, 2009 11:02 am

targetman377 wrote:i see what you mean about that people using that as a defense. i do like the map though keep up the good work

thanks
squishyg wrote:What if the Mud chief was standing in the mud? I think I'd like that better than the poop hat.

I think the mines are still too hard to see. I've been participating in this thread pretty regularly, and I had to spend a few minutes looking for the mines even after you put a glow around them (confession-I didn't even notice them until you mentioned you added a glow). They look good, just are hard to find. I like the little train tracks.

Your mountains look really good too.

thanks again
the poo doo might be to over to top should i remove it
i will increase the main mountains and will be able to increase opening allowing better detail so i can make more noticeable
but i think i figured out what i want to do with the bonuses
my main concern is this possible to code
Latest bonus structure Idea with picture examples
show

i`m sure it would be a lot to do but i think that would make best for game play
i hope its not to confusing
values are negotiable
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby whitestazn88 on Mon Jun 22, 2009 8:15 pm

i like the bonus system you're proposing a lot more than the one currently in place

one quick question... what are you naming the chiefs? or are they just gonna be called "mud chief" "blood chief" etc
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Mon Jun 22, 2009 8:41 pm

whitestazn88 wrote:i like the bonus system you're proposing a lot more than the one currently in place

one quick question... what are you naming the chiefs? or are they just gonna be called "mud chief" "blood chief" etc

yes i like it alot i think it needs tweaking i think its possible to code(it should be but hard)
chief names ehh.
i think they will have names a cc member is already calling the mud chief puffy lol
you got a name in mind throw it out there
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby squishyg on Mon Jun 22, 2009 9:35 pm

I like straightforward "hold all the territories for the continent bonuses" best, but that's just me. If you do that, it would be a really fun map for people who get that territory bonuses can be more important than continent bonuses (i.e. much more under the radar).

That being said, I also like Prohibition Chicago, and that has the most elaborate bonus system of all time, so what do I know? :D

Name ideas:
Slimey - Mud Chief
Sticky - Blood Chief
Pointy - Fang Chief
Bob - Skull Chief
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby iancanton on Wed Jun 24, 2009 2:01 pm

whitestazn88 wrote:i like the bonus system you're proposing a lot more than the one currently in place

squishyg wrote:I like straightforward "hold all the territories for the continent bonuses" best

how about combining the two approaches: if u don't have a chief, then u must hold all of the regions in a bonus zone to secure the bonus (classic-style), but if u do have a chief, then the build-ur-own bonuses for that chief's zone are available to u too?

ian. :)
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Wed Jun 24, 2009 2:23 pm

iancanton wrote:how about combining the two approaches: if u don't have a chief, then u must hold all of the regions in a bonus zone to secure the bonus (classic-style), but if u do have a chief, then the build-ur-own bonuses for that chief's zone are available to u too?

ian. :)


thats a good plan and easier to code
my main thought behind my news structure is that theres a bonus potential for all players to hold a bonus
in even an eight player game

but have a middle ground might work best so not too complicated for players that like basic hold all and i keep the byob feature
to make it have the added strategy

i`ll think about numbers for this set up

squishyg wrote:Name ideas:
Slimey - Mud Chief
Sticky - Blood Chief
Pointy - Fang Chief
Bob - Skull Chief

those are great bob :lol: he looks like a bob
keep the chief name ideas coming
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby iancanton on Thu Jun 25, 2009 5:28 pm

can u change the opening post to 50 regions, not 46? u must also make the mushroom patch more obvious, since i suspect many players won't be able to find it!

ian. :)
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Thu Jun 25, 2009 9:31 pm

iancanton wrote:can u change the opening post to 50 regions, not 46? u must also make the mushroom patch more obvious, since i suspect many players won't be able to find it!

ian. :)


thanks i changed the op to 50 i thought i did that
and i`ll make mushrooms more visible
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby oaktown on Wed Jul 01, 2009 11:09 am

In case folks aren't aware this map has been chosen to be a subject in our first Map Incubator, so hopefully you'll be seeing the same few faces pop in here weekly.

It's fun that you have little poops and such in each territory to distinguish the regions, but has there been any thought of getting rid of the army circles and using the little images as army count background? Make the skulls bigger and just keep the shape and you have both a region indicator and an army "circle" in one object.
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby lancehoch on Wed Jul 01, 2009 10:52 pm

I love the map. My only comment is possibly adding some toilet paper under the foot of the mud guy.
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby oaktown on Wed Jul 01, 2009 11:03 pm

lancehoch wrote:I love the map. My only comment is possibly adding some toilet paper under the foot of the mud guy.

:lol:

For somebody who hasn't posted much in the foundry, you're off to a wonderful start lance!
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Thu Jul 02, 2009 12:17 pm

oaktown wrote:It's fun that you have little poops and such in each territory to distinguish the regions, but has there been any thought of getting rid of the army circles and using the little images as army count background? Make the skulls bigger and just keep the shape and you have both a region indicator and an army "circle" in one object.

yes i have thought about doing that my main concern is that it might be harder to make out the icon behind it even when enlarged slightly
i've made an example if i enlarge them 220% so they are still distinguishable
Image
is this what you would like it to look like ?
if so centering might become a major issue be we'll see when i get there
lancehoch wrote:I love the map. My only comment is possibly adding some toilet paper under the foot of the mud guy.

thanks lancehoch
:lol: toilet paper i think thats the last thing the mud chief would want to use :lol:
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby mibi on Thu Jul 02, 2009 10:43 pm

Shouldn't SCAT have poop on it.
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Sat Jul 04, 2009 1:16 am

mibi wrote:Shouldn't SCAT have poop on it.

to be honest when i put scat i was thinking the music type but thats pretty much poop too :lol:
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby lancehoch on Sat Jul 04, 2009 8:46 am

Danyael wrote:
mibi wrote:Shouldn't SCAT have poop on it.

to be honest when i put scat i was thinking the music type but thats pretty much poop too :lol:

Maybe change it to SKA then for less confusion? (http://en.wikipedia.org/wiki/Ska)
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Re: Goblin Tribes[D] v9 pg 1 & 6 june22 improved Bonus Structure

Postby Danyael on Sun Jul 05, 2009 1:41 pm

lancehoch wrote:
Danyael wrote:
mibi wrote:Shouldn't SCAT have poop on it.

to be honest when i put scat i was thinking the music type but thats pretty much poop too :lol:

Maybe change it to SKA then for less confusion? (http://en.wikipedia.org/wiki/Ska)


that might be a good change
i wonder how a goblin would look in a skinny tie and suit

update should be up on tuesday
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