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cc cluedo ver 2- updated 14th march

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cc cluedo ver 2- updated 14th march

Postby lord voldemort on Thu Mar 13, 2008 9:47 am

cc cluedo
current image
ver 2
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ver 1
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image first posted page 1
Last edited by lord voldemort on Fri Mar 14, 2008 6:46 am, edited 3 times in total.
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Postby lord voldemort on Thu Mar 13, 2008 11:24 am

i assume so seeing the cc monopoly is still going. so i guess i can go on with this. draft coming real soon
but here is the run down (the anticipation)
9 rooms of cluedo: (the 9 forum boards)
GD, IK, FW, Foundy, Tourny, Cheats, Suggestions, Announcements, Callouts

6 Mods (subject to change)
Lack, Wicked, Andy, Opie, Sully, Jen Marie

and 6 weapons
Locked Thread, multi Bust, Admin powers, Tourny Privledges, Quenching and one more

see the idea im thinking is that there are 6 different win conditions. Each one you have to control the room (forum), the mod, the power.
so i want a power for jen marie..or a different mod.
without a map i cant say much more. except non important territories start neutral, and have negative effects on them (non imp = not in room, mod, power)
i think with a working diagram it will make much more sense. one will be coming hopefully by end of night, tomorrow at latest
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Postby lord voldemort on Thu Mar 13, 2008 11:56 am

ok here is FIRST very early verson
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as you can see. the rooms are there....each block is a territory obviousy
ie 6 terrs in GD etc
now the ones with thicker lines. are possible locations for mod spots and weapons

* = possible mod spot
# = possible weapon spot

im up to debate as to where each of these can go

now to explain further my idea atm
players will start in the rooms only
that gives 41 starting spots.
all other territories will be neutrals with varying degree of numbers (worry about that later)
also the non important territories ie ones that dont have a mod and mod weapon on it and in the rooms, i think will have a decay on it
as there is a win condition people will eventually have to venture out

the rooms themselves i think will give bonus' depending on terrs and number of defense points. id say no more than 4 (possibly 5)

the mods will give a bonus i think while the weapon without the mod
so similar + - 2 so when u have the set it cancels out each other.
with this is the win conditions i want to set

have a certain room (forum) with a mod and a weapon (all specific)
in total 6 different win conditions.

and yer. i might not be explaining myself too well it is late.
but yer feedback help much abliged.
also please dont comment on lack of colour art etc. that will come with later updates. i just wanted to get the idea out there with a bland map and go from there
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Postby lord voldemort on Thu Mar 13, 2008 11:56 am

oh and i think i stuffed up on size restriction fro height...i will fix this in next update
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Postby lord voldemort on Thu Mar 13, 2008 12:24 pm

oh and yes im aware of dif thickness in lines...just so u can see better. by time a better draft is up these will be coloured
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Postby Erdem559 on Thu Mar 13, 2008 7:38 pm

dude 1post at a time
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Postby illusions850 on Thu Mar 13, 2008 8:07 pm

i agree with the one post at a time thing :wink: but i actually have something constructive to say. cough cough.

anyway, you would have to make it harder than hold all three for one turn. for instance, (i dont know if the xml is up to this level) make the three different things random each game, so no one knows which three to hold. and it would have to be held for more than one turn, or else someone with a good drop would win. further, drops should not be on any of the things you need to hold to win. i like the idea of having the hallways be the drop territs, the rooms have several territs that start neutral, same with the people and the weapons could be random territs somewhere on the board. so i like where you have the weapons, as its kinda random, but i think the people should be outside the actual board, and should be a couple teriits
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Postby lord voldemort on Thu Mar 13, 2008 9:51 pm

illusions850 wrote:i agree with the one post at a time thing :wink: but i actually have something constructive to say. cough cough.

anyway, you would have to make it harder than hold all three for one turn. for instance, (i dont know if the xml is up to this level) make the three different things random each game, so no one knows which three to hold. and it would have to be held for more than one turn, or else someone with a good drop would win. further, drops should not be on any of the things you need to hold to win. i like the idea of having the hallways be the drop territs, the rooms have several territs that start neutral, same with the people and the weapons could be random territs somewhere on the board. so i like where you have the weapons, as its kinda random, but i think the people should be outside the actual board, and should be a couple teriits


ok current xml can only allow win condtions for 1 turn. so that first thing cant be done without changes
im unsure if you can make it random. cause on the xml you input the territories to hold.
with the people are you saying that they dont be singular squares on the board but actually a few territories off the board.
im not sure about this. where they are now are the start points for real cluedo (well as close to that as possible), it also brings up the issue of how do u get to these territories. and then space as well. so for now ill leave that as is

with the difficulty factor as you mentioned above. all other territories start neutral with varying degrees. so it will be all about how many neutrals to put where so that anyone who drops anywhere can have a fair go.
that will be what i will need most help with. ill post an updated map later tonight.

oh sorry for the 4 posts in a row. got a lil excited..and forgot the edit button
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Postby lord voldemort on Fri Mar 14, 2008 6:45 am

ok draft number 2
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updated
colours, moved where bonus is.
thoughts?? comments??
need imput on the last mod power....it has to tie in with jennifermarie as well

that or i change her to twill. and then the power has to relate to twill

also territory names??

or will general discussion 1, general discussion 2 etc suffice?
if thats the case the territories in the middle???
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Postby lord voldemort on Fri Mar 14, 2008 11:44 am

there is an updated map now. with army circs. much better font.
though i want peoples input into
-colour of mod/mod power squares
-names of territories
so far im thinking that i number each one according to bonus region ie. callouts 1, callouts 2.
another idea wold be to get popular thread from each forum for each territory in the bonus

these still leave the issue of other game square names

plus any other feedback would be much appreciated
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Postby lord voldemort on Fri Mar 14, 2008 1:28 pm

Image

newer image
added army circles, changed text. fixed a few borders

next update. doorways into rooms. plus suggestions ie mod stuff in previous post

edit
also to add. descripition of win conditions (if thats what end up happening)
some pretty art (dice) might chang the o in cluedO to the cc sy,bol. some other stuff. territory names.
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