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PostPosted: Thu Nov 08, 2007 6:48 pm
by WidowMakers
OK here is version 9

I am now basically adding little details to the rooms. The barracks have beds. The archery range, bows and arrows. Th armory has suits of armour.

I have ideas for other room but not all. Please feel free to give advise on objects I could place. Remember, they will be seen from the top and the detail is not very high. Plus each room is pretty small. But either way advice id requested.

I am not trying to fill each room. Just give the map some more character. I really would like at least 1/2 of the rooms for each Bonus area to have something.

Image

PostPosted: Thu Nov 08, 2007 7:02 pm
by AndyDufresne
A few rooms that I think need something:
  • Alter -- Kind of self explanatory...though there may not be enough room in the small area, so I'd also be happy with Temple/Chapel.
  • Forge -- An avil perhaps? Or some sort of heat source for making weapons.
  • Library -- This huge space is itching for a book case or two.
  • Astral Circle -- Perhaps a simple doodle of some circle on the floor
  • Dormitory -- Could also perhaps use some sleeping quarters.
  • Something for the Stealth area needs something, but I don't know what

Some ideas. :) It's looking good.


--Andy

PostPosted: Thu Nov 08, 2007 9:59 pm
by unriggable
Great hall - weapons are too neatly organized.

PostPosted: Thu Nov 08, 2007 10:58 pm
by edbeard
potion brewery - maybe a cauldron or a table

alchemical laboratory - tables/shelves with potions on them (stereotypical bottles with larger bottoms than the top (though you probably couldn't tell from this height so nvm))

vault - chests with treasure in them

altar - two rows of pews (sp?)

all the other halls/corridors should be empty I'd say

forge is where weaponry is made? if so maybe an anvil/fire area

library - I just don't know. I think we're going to have to put a poll in the clubhouse as to what goes here.

PostPosted: Thu Nov 08, 2007 11:15 pm
by WidowMakers
unriggable wrote:Great hall - weapons are too neatly organized.
They are just there till I move them. Sort of my item locker. The only rooms that are done are the ones in the lower right.

WM

PostPosted: Fri Nov 09, 2007 12:18 am
by Unit_2
does this help a bit?

Image

PostPosted: Fri Nov 09, 2007 4:58 am
by yamahafazer
I think....

Trap Room - should have a skeleton in there as he couldn't get out.

Weaponary - should have some swards and axes about.

Vault - should have some stuff that looks valubale.

Great Hall - should have a huge long table going acros the top and dwon the sides slightly

Poison Storage - should have some bottles that have been droped (and maybe broken) with vial looking colours oozing out of them.

Vestibule - Maybe put something that looks decoritive in the very middle of it.

That's all I've got so far... good work 8)

PostPosted: Fri Nov 09, 2007 5:58 am
by cairnswk
Lets see....

- forge: maybe some anvils and furnaces

- temple: a shrine or similar

- potion brewery: some crucibles and glassware

- meditation chamber: a kneeling platform or some mats

- gauntlet came from "run the gauntlet": so some whips and irons, some swing blades and studded swing balls

- artifactory: some tools or tool storage

- sparring: two swordsmen practicing

- ready room: is like a waiting room, so some stools or chairs

- sanctorium: is there such a word, perhaps sanctum, with table and chair for private thought

- reliquary: some treasures or artifacts that have been collected

Just some thoughts, WM :)

PostPosted: Fri Nov 09, 2007 10:30 am
by Coleman
The rogue quarters could just have a cabinet and a black rug. :)

Or rather, the quarters could have a black rug, and the poison storage could have the cabinet.

PostPosted: Sun Nov 11, 2007 12:29 am
by Elijah S
Maybe potions, elixers, antidotes, book of spells?

PostPosted: Sun Nov 11, 2007 12:34 am
by mibi
the gauntlet needs an elf, wizard, and barbarian.

PostPosted: Sun Nov 11, 2007 11:28 am
by hulmey
i like this one mate...Well done...Could be one of your best maps yet!

PostPosted: Sun Nov 11, 2007 11:31 am
by unriggable
Make the trap room an alcatraz - like place where there are no exits.

PostPosted: Wed Nov 21, 2007 7:57 am
by WidowMakers
OK here is version 10

I have been really busy so sorry for the wait. Not all of the rooms are done but this is just to give you an idea of what I am doing. Plus the XML needs to be edited for coordinate changes.

Plus I need people to give advise on arrow direction and bonuses. As it has been said before, there really needs to be play testing for this map. I am going to try and get some friends together this month but other than that if anyone wants to try this out at home, please feel free. Then post your findings here

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PostPosted: Wed Nov 21, 2007 8:23 am
by Gnome
I'm really impressed about the graphics...those little things in each room looks so awesome...I wish I could make things look so realistic in a map :)
I would even play this map just to look at it :wink:

PostPosted: Wed Nov 21, 2007 8:25 am
by yamahafazer
yamahafazer wrote:Ok here's my thinking...

I was getting myself VERY confused #-o so I made myself a little rule.... All mane rooms that have a large number of doors should be able to get to the continents next to them through no more than one other room. For example "Practice Range" can get into the "Halls" continent though "oracle", only one stepping stone in between. But the "West" and "East" "Corridor"'s do not let this happen. If you want to get from "East Corridor" to "Might" the fastest root is: From "East Corridor" to "Vestibule" to "South Corridor" to "Forge". The same thing is the so when you look at "West Corridor" going to "Faith". The fastest root is: "West Corridor" to "Vestibule" (again) to "Great Hall" and then to "Chapel" or "Altar". I personally think that this might need to be changed. :|

As for bonuses. I think you should do something like what has been done with the "USApocalypse" map. Have things like bests and other stuff that gives you a "-1" army every turn.... and other good stuff like treasure that gives you "+1" or "+2" (varying on how large the room is and how meny enterances it has) army’s per turn.

Anyway... that’s what I think. What does everyone else think??? :?: 8)


I just copyed this as I saw you asking about the arrows again... and to save me having to type it all again :wink:

PostPosted: Wed Nov 21, 2007 8:31 am
by WidowMakers
yamahafazer wrote:
yamahafazer wrote:Ok here's my thinking...

I was getting myself VERY confused #-o so I made myself a little rule.... All mane rooms that have a large number of doors should be able to get to the continents next to them through no more than one other room. For example "Practice Range" can get into the "Halls" continent though "oracle", only one stepping stone in between. But the "West" and "East" "Corridor"'s do not let this happen. If you want to get from "East Corridor" to "Might" the fastest root is: From "East Corridor" to "Vestibule" to "South Corridor" to "Forge". The same thing is the so when you look at "West Corridor" going to "Faith". The fastest root is: "West Corridor" to "Vestibule" (again) to "Great Hall" and then to "Chapel" or "Altar". I personally think that this might need to be changed. :|

As for bonuses. I think you should do something like what has been done with the "USApocalypse" map. Have things like bests and other stuff that gives you a "-1" army every turn.... and other good stuff like treasure that gives you "+1" or "+2" (varying on how large the room is and how meny enterances it has) army’s per turn.

Anyway... that’s what I think. What does everyone else think??? :?: 8)


I just copyed this as I saw you asking about the arrows again... and to save me having to type it all again :wink:
I appreciate the comments and I have seen what you said. The issue here is that a map like this has never been done. It was suggested that a playtest take place to test teh map. When I do that, I will look at your suggestions and see how they affect gameplay.

As far as treasures go. Those are on the next level. Jota was pretty clear that all he wanted was 1-way borders. And since this is really his map (I am just finishing it) I agreed to only have 1-ways.

WM

PostPosted: Wed Nov 21, 2007 9:08 am
by mibi
this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.

PostPosted: Wed Nov 21, 2007 10:16 am
by WidowMakers
mibi wrote:this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
The hall is locked so you can't get in.

WM

PostPosted: Wed Nov 21, 2007 10:20 am
by Gnome
WidowMakers wrote:
mibi wrote:this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
The hall is locked so you can't get in.

WM


but than the arrow that comes in from vault should be the other way round?

PostPosted: Wed Nov 21, 2007 11:15 am
by WidowMakers
Gnome wrote:
WidowMakers wrote:
mibi wrote:this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
The hall is locked so you can't get in.

WM


but than the arrow that comes in from vault should be the other way round?
you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.

WM

PostPosted: Wed Nov 21, 2007 12:26 pm
by benjikat
WidowMakers wrote:
Gnome wrote:
WidowMakers wrote:
mibi wrote:this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
The hall is locked so you can't get in.

WM


but than the arrow that comes in from vault should be the other way round?
you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.

WM



What if they were all the other way (like Alcatraz) - that would be a Hall of Locked Doors... I haven't looked to see how that affects movement in the vicinity though...

PostPosted: Wed Nov 21, 2007 12:39 pm
by Gnome
benjikat wrote:
WidowMakers wrote:
Gnome wrote:
WidowMakers wrote:
mibi wrote:this is looking great, can't wait to see the updates.

as for arrows, i dunno, it seems that the hall of locked doors has 3 very unlocked doors tho.
The hall is locked so you can't get in.

WM


but than the arrow that comes in from vault should be the other way round?
you need 1 door the other way so that army can eventually be killed. Otherwise a player can just sit there forever.

WM



What if they were all the other way (like Alcatraz) - that would be a Hall of Locked Doors... I haven't looked to see how that affects movement in the vicinity though...


that would be the trap room :D
Maybe you can make the 'locked door" room bombardable by the "astral circle" or something...Or just astral can attack locked doors...by teleporting :lol:
But that will make this map even more complicated to think out strategies...

PostPosted: Wed Nov 21, 2007 10:04 pm
by AndyDufresne
I don't think this map needs any bombardments...it's simple...but complicated. I've always liked Jota's initial idea...and WM's execution of it is superb.

Keep adding items to some of the rooms, but make sure you don't get to the point where there are too many...or your adding items simply for the sake of adding them.


--Andy

PostPosted: Wed Nov 21, 2007 10:05 pm
by mibi
AndyDufresne wrote:I don't think this map needs any bombardments...it's simple...but complicated. I've always liked Jota's initial idea...and WM's execution of it is superb.

Keep adding items to some of the rooms, but make sure you don't get to the point where there are too many...or your adding items simply for the sake of adding them.


--Andy


word up.