Siege II -new map-

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Siege II -new map-

Postby porkenbeans on Wed Apr 14, 2010 3:47 pm

V2
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A few have been calling for a sequel to the popular Siege map. For shits and giggles I mocked up a first draft of what I think would be an interesting way to go with it. It seems that RJ likes it, and to my surprise, so does mibi.
I have not worked out any of the gameplay yet, so I am opening up a GP challenge to those that are interested.

Take this draft and create territs, and or borders, along with all of the various accouterments, that relate to attack routes, bombardments, etc...

This is just a first draft, so additional items such as boats, siege engines, catapults, etc. can be added.

I will post a poll to determine the winning entry. Then we will, together, get to work at pushing this project through the Foundry.

link to original thread. viewtopic.php?f=358&t=15025&p=2545166#p2543933
Last edited by porkenbeans on Sat Aug 28, 2010 4:17 pm, edited 3 times in total.
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Re: Siege II NEW MAP

Postby fumandomuerte on Wed Apr 14, 2010 6:34 pm

Castle lands was like a sequel to Siege I imo. I'll see if I can come back with some interesting ideas, like "hold the king and the princess" or "control the babrarians leaders" to win the game.
Nice start porkens, glad to hear that mibi and you agreed on something :mrgreen:
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Re: Siege II NEW MAP

Postby porkenbeans on Wed Apr 14, 2010 6:41 pm

Thanx fum,
Maybe I will add steps from the wall to the cannons. ;)
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Re: Siege II NEW MAP

Postby MrBenn on Wed Apr 14, 2010 6:45 pm

Before fiddling around with the graphics, you need to work out what you what to accomplish with the gameplay. At the moment it looks very very good, but has obvious similarity to the exisiting Siege map in terms of the tunnel, throne room etc... How do you intend this to be different?

edit: By the way, please could you take the CAPS out of the thread title ;-)
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Re: Siege II NEW MAP

Postby fumandomuerte on Wed Apr 14, 2010 6:47 pm

maybe you could add a tower to the castle with a room for the pricess I mentioned :lol: Or a lab on the basement for Merlin or the kingdom's favourite alchemist.
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Re: Siege II NEW MAP

Postby porkenbeans on Wed Apr 14, 2010 7:14 pm

MrBenn wrote:Before fiddling around with the graphics, you need to work out what you what to accomplish with the gameplay. At the moment it looks very very good, but has obvious similarity to the exisiting Siege map in terms of the tunnel, throne room etc... How do you intend this to be different?
Just as the AOR maps have some of the same elements, this Siege II will also have an element or two that is similar to what is found on Siege I.

There will be many differences between them however.
1.) size.
2.) number of territs.
3.) different bonus regions.
4.) game play.

The castle and tunnel is really the only things that are on both maps, and they are not actually the same.

Also, this IS my attempt at working on the "game play". It's just that my rough drafts are not very rough looking. Sorry about that. But you can be rest assured that anything can be changed to accommodate for the game play. ;)
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Re: Siege II -new map-

Postby porkenbeans on Thu Apr 15, 2010 12:18 am

Some more possible addons-
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Re: Siege II -new map-

Postby natty dread on Thu Apr 15, 2010 1:18 am

All I can say, is that this is looking good. Looking forward to seeing where this goes.
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Re: Siege II NEW MAP

Postby 00iCon on Thu Apr 15, 2010 6:05 am

fumandomuerte wrote:maybe you could add a tower to the castle with a room for the pricess I mentioned :lol: Or a lab on the basement for Merlin or the kingdom's favourite alchemist.

Oh ma gad! why not have a tunnel/cave network underground as an inset, rather than the simplistic tunnel. You could put merlin's lab and some dungeons there.
Also, take inspiration from Battle fro Iraq and maybe add some loyalty bonuses, rather than plain region bonuses. Making the map a larger scale, with villages or huts, wouldn't hurt i think.
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Re: Siege II -new map-

Postby Evil DIMwit on Thu Apr 15, 2010 9:51 am

How about water infiltrations? Players can sneak in and out of the moat through water territories, but one-way flows make it easier to swim out than in.
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Re: Siege II -new map-

Postby porkenbeans on Thu Apr 15, 2010 11:42 am

I am very happy to see all of the interesting ideas. :D

The possibilities are endless, and I am anxious to see some completed game play drafts proposed. You do NOT need to be any kind of an artist to do this. Just use this current draft as your template. You can scribble anything that you want on it. I in turn, will do my best to incorporate your ideas into a presentable submission, and then we can hold a community poll to determine the best GP entry. We will then have everything we need to get the ball rolling with a design brief.

I see people all the time, commenting on, and offering ideas for other peoples maps. This is your chance to show what you got. And, get your name on a map as well. I can produce anything that you have in mind, from additions to deletions, to even moving existing things around. I can make items larger or smaller. The entire canvas is putty, so just scribble your idea over the top of this "rough" draft. ...I will make it so. ;)
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Re: Siege II -new map-

Postby captainwalrus on Thu Apr 15, 2010 2:59 pm

I don't like the cannon tower thing as part of the map. It looks nice, but not as a playable thing. Maybe for the title or something, but it is out of the regular scale.

Also, I am not a fan of the water you chose for your moat. First off, I have never seen water that much of a saturated light blue. Secondly, from the several castles or whatever that I happened to have visited in my travels, they have always been brown, if not very dark blue-green. Realistically, water is not like that when it is so still and when the bottom is mud.

That being said, I like your map a lot.
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Re: Siege II -new map-

Postby porkenbeans on Thu Apr 15, 2010 3:43 pm

@ cw,
1.) The cannon tower is higher elevation and the bricks will eventually be enlarged to make it more clear.

2.) the castle IS brown.

3.) The color of the water in the moat is darker because it is deeper and also receives less light.

That being said, I am glad that you like it. ;)
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Re: Siege II -new map-

Postby Industrial Helix on Thu Apr 15, 2010 9:51 pm

It looks pretty snazzy but I've got some concerns about gameplay. It looks a lot like siege. Too much like Siege. If we've got a Siege map then why do we need this map? Keep that question in mind as you develop this.

I know you've still got some plans up your sleeve and you've been getting some excellent advice.

Here's what I'd think would be cool. Start adding people to this map, it would give it a dynamic rarely encountered on CC. Perhaps archers, a sieging army, a king and queen. Perhaps the artillery men in the tower? Hold an artillery man and cannon for +1?

Speaking of people, you could make for some unique bonus systems. Hold a cannon, artillery man for +1 hold the artillery man, cannon AND the king and make it +3.

Or something like King doubles all bonuses.

Hold sieging king and defending king for the win.

Hold a spy and the entrance for the secret passage for +3?

The graphics are pretty good, but there's some weird oddities going on. For example, when water touches land, it doesn't look like a blue bubble. Add some surf and white foamy looking stuff, like waves on the beach.

The inner castle doesn't seem to match the rest of the map. I love how you did the floor of the tower, perhaps something like that would work?

The bridges seem very... animated. Whereas the rest of the map looks photo-realistic. And the passage looks like you just put color over the trees. Hell... perhaps you could do a secret trail instead of passage?
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Re: Siege II -new map-

Postby AndyDufresne on Thu Apr 15, 2010 9:56 pm

A siege tower is needed!

==============

So, lets pretend that Siege I is all about assaulting the Castle---the main focus seems to be geared towards that. Why not have Siege II be oriented toward the defense of the castle? Maybe more Castle territories, and less outside territories? I don't know. You could even flip the graphics (turn it 180*, have the castle on the bottom, and the assault lands at the top of the map).


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