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[Abandoned] Clash of Kings

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[Abandoned] Clash of Kings

Postby DiM on Mon Dec 26, 2011 8:22 pm

thenobodies80 note: Map approved for 1vs1 games only
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Map Name:Clash of Kings
Mapmaker(s):DiM, Zimmah
Number of Territories: 43
Special Features: 1v1, starting locations, conditional bonuses, ranged attacks, losing conditions
What Makes This Map Worthy of Being Made: it's supercalifragilisticexpialidocious
Gameplay: one player will start in the red locations (5 terits of 5 armies each) and the other player will start with the blue locations (5 terits of 5 armies each), expand your army, get bonuses, lay siege or defend and take out the enemy.

images before beta:
large: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-L-2.png
Click image to enlarge.
image

small: http://i178.photobucket.com/albums/w250/DiM-topia/ClashofKings-S-2.png
Click image to enlarge.
image


show: V16

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show: V12

show: V11

show: V10

show: V9

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show: V7

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show: V5

show: V4

show: V3

show: V2

show: V1
Last edited by DiM on Fri Jul 27, 2012 4:15 pm, edited 27 times in total.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby lostatlimbo on Tue Dec 27, 2011 12:36 am

For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8.
Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.

I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.

From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? :) I bet you could find a fun way to include that space.

Otherwise, I like what you've got so far!
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby zimmah on Tue Dec 27, 2011 5:26 am

define 'whole army'

do you mean 1-6th regiment, or are the cannons included, and is the landing zone included?

same counts for the defenders, what's their whole 'army'?

to add realism, i'd put a mountain at the south of the village and add something to the west of the map as well, it's not really being besieged if they still can get supplies from the west en south.

the bay cannon should probably bombard.

probably moving the legend to the east frees up a ton of space on the west.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 7:31 am

lostatlimbo wrote:For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8.
Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.


this could be easily balanced by increasing/decreasing neutrals.

lostatlimbo wrote:I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.


i was trying to somehow mimic the real position of the besieged and besieger. i imagine the besieged army running around in the small enclosed space of the town defending wherever needed while the besieger is split trying to flank the city. also moving troops from ship to land and back over such a big distance is supposed to be harder than running on a street for a few blocks :)


lostatlimbo wrote:From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? :) I bet you could find a fun way to include that space.

Otherwise, I like what you've got so far!


actually in the middle gap i was planning to insert the title. but i haven't managed to come up with something so far.
but if needed i was thinking i could switch mill and ammo depot and then add some cannons across the lake that have the option to just bombard the ammo depot (and ruining the defender's bonus).
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 7:36 am

zimmah wrote:define 'whole army'

do you mean 1-6th regiment, or are the cannons included, and is the landing zone included?

same counts for the defenders, what's their whole 'army'?


whole army = all terits of the same colour (red or blue)

zimmah wrote:to add realism, i'd put a mountain at the south of the village and add something to the west of the map as well, it's not really being besieged if they still can get supplies from the west en south.


it's safe to assume supply caravans aren't just marching in the city while cannons and bombards are shooting at the walls, regarding of the side :)

zimmah wrote:the bay cannon should probably bombard.


that's easy to do. perhaps even bombard all the assault ships and supply ships?

zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.


where in the east?
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby zimmah on Tue Dec 27, 2011 7:46 am

DiM wrote:
zimmah wrote:the bay cannon should probably bombard.


that's easy to do. perhaps even bombard all the assault ships and supply ships?


not sure about the supply ships but the assault ships, yes.

DiM wrote:
zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.


where in the east?


you'd have to play a bit around for it to fit i guess, but it may make the map a bit larger and realistic. because even though when a city is under siege, once they run out of food and supplies they generally will try to get food and supplies, regardless of the risks (or they surrender). It may be just my opinion but since you're still in an early phase it may be worth looking at it now rather then later.

(maybe you could even add a supply caravan to the west or southwest and some flanking troops for the besieger that try to intercept supplies, losing the supply caravan should hurt town a lot (i think a negative bonus, or perhaps a decreased bonus for holding the ammo depot/supply storage (there should be a supply storage in town) as people will become hungry and ammo will decrease) but not as much that they can't still win anymore, the supply caravan may have a small army for protection but it should be really small because they shouldn't be able to affort a lot of spare troops because they're under siege). off course the caravan should be a starting territory for the besieged, the flanking troops do not necessarily have to be starting positions (the may start neutral because maybe the siege has just started and the flanking troops weren't on the way yet.)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 10:45 am

the caravan sounds interesting.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby Flapcake on Tue Dec 27, 2011 11:36 am

Nice work as usaly from you dim 8-)

I dont have and coment for gameplay as Im not so familiar with 1v1 games, but just of personal interest I have some questions for the gameplay.

Is it totaly random who starts where ? or is it done by the game creator that he starts same place always or can he choose ?

Does it even have any importance for the game for who starts where ?

I think its a XML question, I dont know realy whats posible for 1v1 games.

I hope my question are clear. ;)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 1:49 pm

1 player will start as besieger and another as besieged but it will be random. so it's not like the one that starts the game will always besiege and the one that joins second will always be besieged.
i don't even think it's possible to code it like this.
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby Flapcake on Tue Dec 27, 2011 2:15 pm

well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby zimmah on Tue Dec 27, 2011 4:29 pm

Flapcake wrote:well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:


not possible, it's random.

with the same streaky randomness as everything
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby natty dread on Tue Dec 27, 2011 5:02 pm

zimmah wrote:with the same streaky randomness as everything


All randomness is inherently "streaky", there's no such thing as "non-streaky randomness". I mean, if you take the measures to prevent streaks from occuring in a random stream, then it's no longer random, is it...

On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 5:45 pm

natty_dread wrote:On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...



i'm already working on adding some more elements to the map, one of them being a losing condition.

i shall add:
1. a supply caravan on the west side bringing a new bonus for the defender.
2. an artillery division across the lake bombarding the territ currently labeled as mill (will be changed to ammo depot) and bringing a bonus for the besieger.
3. an assassin squad from the city that's able to one way attack the enemy tents (losing condition for red)
4. a zeppelin/baloon/mega cannon that's able to bombard the castle (losing condition for blue)
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 7:27 pm

zimmah wrote:
Flapcake wrote:well maby not, but it could add some fun to the game if the one who starts the game can say " I have barricaded myself in my castle, come conquer me if you can " :lol:


not possible, it's random.


i think such a feature was suggested and it would indeed be really interesting to be able to set each player an exact position.

this way we could get even more specialised players. for example you could be great at map X but only when you start as cyan cause you know that starting position by heart. :D
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Re: Besieger/Besieged [27.Dec.11] - 1v1 map - V1 - p1

Postby DiM on Tue Dec 27, 2011 7:31 pm

ok so i've done most of the things planned but i'm totally lost on a title.
i'm wide open for ideas. how the heck should this map be named?
normally i'd go for siege but it's already taken.... :(
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