Conquer Club

COG map basic

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

COG map basic

Postby thewarisnow on Thu Jun 17, 2010 2:06 am

I have created a very basic map of a cog design . this is an initial design and needs alot of work but i want to if it is worth pur sueing please comment.

Click image to enlarge.
image


the territories are each point of the cog and in the middle of each cog the will be 4 quarters

the inner quarters can attack each other and adjacent cog points

the cog points can attack adjacent cog points and inner quarters plus any cog point connected by a path

please comment.
User avatar
Corporal thewarisnow
 
Posts: 18
Joined: Wed Oct 08, 2008 6:39 pm
Location: INVERCARGILL, NEW ZEALAND

Re: COG map basic

Postby TheSaxlad on Thu Jun 17, 2010 2:18 am

It's Good.

Might need a bit more than paint on the graphics front, but the idea is really good and I like it!
User avatar
Corporal TheSaxlad
 
Posts: 1138
Joined: Fri Jun 04, 2010 5:42 am
Location: ShakeyCat's Saxland :)

Re: COG map basic

Postby carlpgoodrich on Thu Jun 17, 2010 7:07 am

Shouldn't the cogs be connected physically, so if you were to turn one all the others would turn too? You could also do ones of different size. Is there any way graphically to make them all DO something, like it was part of a machine or engine?
Lieutenant carlpgoodrich
 
Posts: 408
Joined: Tue Aug 04, 2009 2:12 pm

Re: COG map basic

Postby thewarisnow on Thu Jun 17, 2010 10:58 pm

yeah thats a good idea but im not a very skiiled map maker just making this was a struggle
User avatar
Corporal thewarisnow
 
Posts: 18
Joined: Wed Oct 08, 2008 6:39 pm
Location: INVERCARGILL, NEW ZEALAND

Re: COG map basic

Postby thewarisnow on Fri Jun 18, 2010 1:39 am

i think its a good idea and will be working on version 2
User avatar
Corporal thewarisnow
 
Posts: 18
Joined: Wed Oct 08, 2008 6:39 pm
Location: INVERCARGILL, NEW ZEALAND

Re: COG map basic

Postby GSP JR on Fri Jun 18, 2010 4:03 pm

A way around the cogs/ gears not touching would be to use sprockets and chains as well as gears and make it more of an industrial theme, not simply loose cogs.
Corporal 1st Class GSP JR
 
Posts: 61
Joined: Fri May 07, 2010 1:08 pm

Re: COG map basic

Postby shocked439 on Sat Jun 19, 2010 7:26 pm

This might be a bit premature, but if you do stick with just cogs could you make it have a unique game play feature where each turn the troops shift one spoke around the cog? I don't know if the XML will support it but it could be done similar to an auto deploy.
User avatar
Sergeant shocked439
 
Posts: 608
Joined: Sat Jul 05, 2008 4:00 pm
Location: Denver, Colorado

Re: COG map basic

Postby Evil DIMwit on Sat Jun 19, 2010 7:42 pm

shocked439 wrote:This might be a bit premature, but if you do stick with just cogs could you make it have a unique game play feature where each turn the troops shift one spoke around the cog? I don't know if the XML will support it but it could be done similar to an auto deploy.


The XML does not support that at all, cool as it would be.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

Re: COG map basic

Postby Bob XIII on Sun Jul 11, 2010 12:54 am

find a photo or image like this for inspiration...

Click image to enlarge.
image
Cook Bob XIII
 
Posts: 79
Joined: Wed May 14, 2008 8:50 am


Return to Melting Pot: Map Ideas

Who is online

Users browsing this forum: No registered users