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Space Escape (new reactor core artwork pg3) 3-20-09

Posted:
Sun Dec 28, 2008 5:24 pm
by demonfork
Each player is stranded in space on their platforms, it's a mad dash to the space ship to get the hell out of dodge!
-All territories are neutral except for the starting positions (platforms) 33 territories
-Starting positions start with 3 armies
-To win, eliminate opponents or conquer and hold the spaceship for 1 turn.
-All neutral territories will start out as 3's & 5's except for the spaceship (it will start out as a 6)
I want the background (it's gradient blue now) to be a space stetting and the platforms & runways to be more mechanical looking (similar to the space platforms in Broodwar).
- Click image to enlarge.

previous version 2:
http://i194.photobucket.com/albums/z308/fqhed/space_escape_lrgcopy.jpgprevious version 1:
http://i194.photobucket.com/albums/z308/fqhed/spaceescapecopy.pngCURRENT PROGRESS:All territory names and attack paths are defined: YES
XML: YES
http://h1.ripway.com/fqhed/spaceescapexml6.xmlTerritories: (33)
Conquest: YES (Hold spaceship for one turn to win)
Neutral territories: (25) EATON[3] BING[3] FROST[3] CORX[3] BRACK[3] ALPHA-C[3] TEFLOR[3] HOPPE[3]
MINOR[5] TT[5] ZOG[5] GL3[5] XVP[5] KREF[5] QOP[5] LOC[5] SHAH-G[5] EV[5] C12[5] FR-8[5] VART[5] CING[5] X7[5] DT[5] SPACESHIP[6]
Start positions: (8) P1[3] P2[3] P3[3] P4[3] P5[3] P6[3] P7[3] P8[3]
Bombardment positions that can bombard conquest target: (4) ZOG, QOP, C12, X7
Auto deploy bonus: YES all (8) starting positions will have an auto deploy bonus of [3] territories each round.
NEXT MILESTONE:Finalize/approve gameplay so I can finish working on graphics.
Re: Space Escape

Posted:
Sun Dec 28, 2008 11:48 pm
by demonfork
I intend on making this map myself but I am confused
in the "How to use this sub-forum - and how it works" topic located within the "Drafting Room: New projects" it reads...
If you are creating a new map, we suggest that you begin by reading the "How to make a map handbook." Once you are familiar with the process and you have begun work on a new map you are encouraged to start a new topic in here in the Drafting Room.
But in the "How to make a map handbook" topic it reads.....
"Map Idea
All maps start life in the foundry as an idea in the "Map Ideas" sub fourm. Here maps must gain their ideas stamp before being moved into full production in the main foundry.
Do I need to receive an "Idea stamp" before I can post in the Drafting room? If so how do I obtain an "Idea stamp"?
Re: Space Escape

Posted:
Sun Dec 28, 2008 11:53 pm
by The Neon Peon
I think it works sort of like this: (I spend most of my time in the Main Foundry, though.)
If you have an idea for a map or something you barely made using paint, it goes in the ideas forum.
If you have an actual draft (some territories, continents, etc.), it goes in the drafting room.
Although it seems that over time, more and more lenient qualifications are used to get into the drafting room. Not that it is a bad thing, but that is the way it seems to me.
Re: Space Escape

Posted:
Sun Dec 28, 2008 11:58 pm
by The Neon Peon
As for the actual map,
I do not like the gameplay:
1v1... just stall, wait until they take out the neutrals then hit them. Meaning the games should never end.
Same with almost any other players amount.
This map is about getting to the center, that is fine, but with only one path to it the map becomes impossible. You have two options: advance (in only one direction), or build. In a few games, people will have discovered the better of the two, and will only use that one, if it happens to be to build, then we have another map which can't be playable.
On the other hand, if you add a few more territories, and have each bonus area connect, possibly have several routs to the people so they do not know which to defend, and with a few more territories, the gameplay can be really good.
Re: Space Escape

Posted:
Mon Dec 29, 2008 12:01 am
by demonfork
The Neon Peon wrote:I think it works sort of like this: (I spend most of my time in the Main Foundry, though.)
If you have an idea for a map or something you barely made using paint, it goes in the ideas forum.
If you have an actual draft (some territories, continents, etc.), it goes in the drafting room.
Although it seems that over time, more and more lenient qualifications are used to get into the drafting room. Not that it is a bad thing, but that is the way it seems to me.
Well, I used Solid Works and Photoshop, (about 7 grand worth of software). What else should I do to feel comfortable moving this to the drafting room?
Re: Space Escape

Posted:
Mon Dec 29, 2008 12:04 am
by InkL0sed
That sounds like it's outdated. It used to be that the Ideas and Drafting were the same room, but now they're split (obviously).
Anyway, if you intend to make a map, the post goes in Drafting. The Ideas subforum is just for ideas to toss around and discuss. The first stamp you get takes you to the main Foundry.
Re: Space Escape

Posted:
Mon Dec 29, 2008 12:19 am
by demonfork
The Neon Peon wrote:As for the actual map,
I do not like the gameplay:
1v1... just stall, wait until they take out the neutrals then hit them. Meaning the games should never end.
Same with almost any other players amount.
This map is about getting to the center, that is fine, but with only one path to it the map becomes impossible. You have two options: advance (in only one direction), or build. In a few games, people will have discovered the better of the two, and will only use that one, if it happens to be to build, then we have another map which can't be playable.
On the other hand, if you add a few more territories, and have each bonus area connect, possibly have several routs to the people so they do not know which to defend, and with a few more territories, the gameplay can be really good.
Right now if I were to set up a AOR1 1v1 freestyle game (pretty popular game setting) there would be 3 to 4 territories between castles. Even though with the 1v1 setting each player drops 2 castles, once one castle is taken, the game is pretty mush over and taking the 2nd castle just becomes a formality. Conquering a castle rarely occurs past round 2 and the game is typically over by round 3 (reason why I think this game setting is so popular).
I thought up this map with the above type of game play in mind, have a situation where fast freestyle players could play quick 3 round games, except now with this map, the same concept can be played with more than 2 players.
Re: Space Escape

Posted:
Mon Dec 29, 2008 12:42 am
by maxatstuy
Perhaps you can connect the different platforms with a neutral in between each, and allow for players to either attack the spaceship, or jump over it to attack any of the other lines...it might help to prevent long build games that never end.
It sort of reminds me of the layout of 8-thoughts with the game play changed. You can have mind and reason where reason (or spaceship) is inside mind (another neutral) and the mind has to be conquered to attack the spaceship and the different lines, instead of just jumping over the center. The mind can have a negative effect for the person who owns it though (such as losing 3 men per turn on that territory) just to make holding the spaceship more difficult to obtain and hold.
Re: Space Escape

Posted:
Mon Mar 16, 2009 8:53 pm
by demonfork
I guess here at CC map makers are allowed to steal their ideas from other peeps.
Re: Space Escape

Posted:
Wed Mar 18, 2009 2:05 pm
by ManBungalow
I'm sure this map would be very popular, based on the success of the St. Patrick's Day map (I'm sure that's not just because of the free speed games or "limited time only" ideas as well).
Are you going to keep going with this idea ?
Re: Space Escape

Posted:
Wed Mar 18, 2009 3:59 pm
by demonfork
ManBungalow wrote:I'm sure this map would be very popular, based on the success of the St. Patrick's Day map (I'm sure that's not just because of the free speed games or "limited time only" ideas as well).
Are you going to keep going with this idea ?
If the support is there I will definitely go forward with this map.
Re: Space Escape

Posted:
Wed Mar 18, 2009 5:29 pm
by oaktown
demonfork wrote:If the support is there I will definitely go forward with this map.
There are clearly a lot of people who like the play of the St Pat's map (as well as many who don't), so you have an audience, so it's worth mocking up another draft and seeing where it goes. If you post a new draft with tentative neutrals, territory names, etc. I see no reason why this couldn't be moved into the Drafting Room, where it may get more attention.
Re: Space Escape

Posted:
Wed Mar 18, 2009 5:36 pm
by demonfork
oaktown wrote:demonfork wrote:If the support is there I will definitely go forward with this map.
There are clearly a lot of people who like the play of the St Pat's map (as well as many who don't), so you have an audience, so it's worth mocking up another draft and seeing where it goes. If you post a new draft with tentative neutrals, territory names, etc. I see no reason why this couldn't be moved into the Drafting Room, where it may get more attention.
I'm on it
Re: Space Escape

Posted:
Wed Mar 18, 2009 7:56 pm
by Teflon Kris
Yep, go for it - the st pat's map showed the gameplay is a winner.
Re: Space Escape

Posted:
Wed Mar 18, 2009 8:49 pm
by demonfork
page 1 updated with new map

Re: Space Escape

Posted:
Wed Mar 18, 2009 9:25 pm
by demonfork
I just had an idea to place booster rockets underneath the space station, whatcha think?
Re: Space Escape

Posted:
Wed Mar 18, 2009 9:52 pm
by RjBeals
demonfork wrote:I just had an idea to place booster rockets underneath the space station, whatcha think?
I guess i would like to see it

before I can judge - but the background you now have is great.
Re: Space Escape

Posted:
Wed Mar 18, 2009 10:01 pm
by oaktown
MrBenn wrote:To be considered a Working Draft a project must be more than just an idea; a Draft should have a clear thematic focus, a plan for how the gameplay will work, and a basic image which should include:
1. Territory Labels - temporary names or numbers will suffice, and are always open to change.
2. Borders/Paths/Impassables - it should be made clear where territories do/do not connect.
3. Bonus Areas - where combinations/groups of territories will award a bonus, this should be indicated on the map.
4. Legend - speculative bonus values and explanations of any attack rules or gameplay features.
Seems like this map fulfills the above guidelines.
The St. Pat's map has given you a good sampling of play-testing this style of map, so as you proceed consider the factors that made that map too luck-dependent. I lost one game in round 2 because a team got good dice and took the objective in their first go, while our dice kept us from even approaching the center.

Re: Space Escape

Posted:
Thu Mar 19, 2009 2:31 am
by demonfork
territory xml complete
objective xml complete
starting postion xml complete

Re: Space Escape

Posted:
Thu Mar 19, 2009 3:34 am
by demonfork
xml finished-


Re: Space Escape

Posted:
Thu Mar 19, 2009 8:26 am
by oaktown
You should consider directing your attention to getting the gameplay and graphics just right before you worry about the XML... you're just going to have to keep going back in to make changes.
I'd also not worry too much about making both maps simultaneously at this point... though i will point out that there seems to be some title/legend missing from the small.
Re: Space Escape

Posted:
Thu Mar 19, 2009 3:32 pm
by demonfork
oaktown wrote:You should consider directing your attention to getting the gameplay and graphics just right before you worry about the XML... you're just going to have to keep going back in to make changes.
I'd also not worry too much about making both maps simultaneously at this point... though i will point out that there seems to be some title/legend missing from the small.
The gameplay is pretty much done, the xml took 10 mins. if I need to make changes no big deal (my map and xml are parametric).
I cropped the small map to show some of the "map inspect" information.
Re: Space Escape

Posted:
Thu Mar 19, 2009 3:59 pm
by el-presidente
This seems really luck based and a lot like the St. Patrick's day one.
el-presidente.
Re: Space Escape

Posted:
Thu Mar 19, 2009 4:16 pm
by LED ZEPPELINER
el-presidente wrote:This seems really luck based and a lot like the St. Patrick's day one.
el-presidente.
it is the same exact gameplay
Re: Space Escape

Posted:
Thu Mar 19, 2009 5:45 pm
by demonfork
el-presidente wrote:This seems really luck based and a lot like the St. Patrick's day one.
el-presidente.
What's your point?
LED ZEPPELINER wrote:el-presidente wrote:This seems really luck based and a lot like the St. Patrick's day one.
el-presidente.
it is the same exact gameplay
Well considering that my map predates the st pattys map I would say the reverse is true, that the st patty map is the same as my map, with one exception, my map has auto deploy each turn on the start positions.