Dungeon of Draknor Level 2 -Ver 1 GP discussion Pg. 1/4

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Natewolfman
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Natewolfman »

maybe i just wasnt looking very hard but... is there a link between the 2 maps? like a staircase or anything that can show they are in the same building?
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Androidz
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Androidz »

Max is great ideas is awsome use them=)
Last edited by Androidz on Sun Jul 27, 2008 9:21 am, edited 1 time in total.
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max is gr8
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by max is gr8 »

EDIT: Oh yeah. I need good name ideas for the tombs and the 5 room groups and room names.


Just a brainstorm here, I'm thinking not just about death but about the afterlife, and how they die. I know this may not have been what you were thinking but just ideas so bear with me.

Red - "Religious"
Purple - "Holding Cells"
Yellow - "Execution Rooms"
Blue - "Crematorium"
Orange - "Afterlife"

Feel free to steal my ideas.
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

max is gr8 wrote:
EDIT: Oh yeah. I need good name ideas for the tombs and the 5 room groups and room names.


Just a brainstorm here, I'm thinking not just about death but about the afterlife, and how they die. I know this may not have been what you were thinking but just ideas so bear with me.

Red - "Religious"
Purple - "Holding Cells"
Yellow - "Execution Rooms"
Blue - "Crematorium"
Orange - "Afterlife"

Feel free to steal my ideas.

Thanks max those are great ideas. I will see what I can do. I plan on getting back to this after the USA 6 map pack. This map will be completely redone. I am trying to think of what and how I really want to do with this map. It will mainly be 1-ways (like level1) but will have a couple added twists (breakable walls and treasure). Just stay tuned

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max is gr8
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by max is gr8 »

WOO! That's probably been the first time I've made a substantial difference to a map!
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max is gr8
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by max is gr8 »

I plan on getting back to this after the USA 6 map pack


Is that after the map pack gets quenched or once the ball gets rolling a bit.
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Androidz
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Androidz »

http://forum.cartographersguild.com/sho ... php?t=2685

Its something in this tread which maybe you could use for your map idea.
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MrBenn
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by MrBenn »

This map has been moved into retirement.

WM, when you're ready to continue with this, let one of the CAs know and we'll get you back in the right place ;-)

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Bruceswar
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Bruceswar »

I hope sooner than later :D
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Shrinky
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Shrinky »

bumpity bump :D

i sure hope we get the lvl 2 map up and running soon. the lvl 1 map is a tricky and interesting map to play and hopefully lvl 2 will also be good!
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

Shrinky wrote:bumpity bump :D

i sure hope we get the lvl 2 map up and running soon. the lvl 1 map is a tricky and interesting map to play and hopefully lvl 2 will also be good!
Glad you like Level 1.

I had started on Level 2 but it had some bad GP right at the start. I really don't want Level 2 to just be a new version of level 1. I want it to be unique in itself but still have the Draknor feel. (mainly 1-way arrows). It is not dead just not going right now.

WM
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Shanman
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Shanman »

WidowMakers wrote

It is not dead just not going right now.
Exactly, just like my cell phone's batteries aren't dead, it's just not working right now. :D

Seriously though, don't forget this project, I'm sure it will be great.

Regards, Shanman
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Bruceswar
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Bruceswar »

Lets get this back! I cannot wait to play it. :)
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Risky_Stud »

Bruceswar wrote:Lets get this back! I cannot wait to play it. :)
Yes, Yes, i agree!!!!
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

Bruceswar wrote:Lets get this back! I cannot wait to play it. :)
I was just thinking about this today. Since THE HIVE is very close from a GFX perspective, I think Level 2 might be next. (but then again don't hold your breath until I get a draft up.)
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by AndyDufresne »

I'd like to see Level 2. This is one of the more unique map series that has been floating around.


--Andy
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by jpcloet »

Agreed, one of the better maps, and likely under appreciated.
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

Well it is time folks. Now that The HIVE has both its GFX and GP stamps, it is time to resurrect the Draknor Level 2 map.

I don't think anyone just wants a new layout from the current map. Just making a 44 territory 1-way only map with regular bonuses is not my idea of a new map.
That is why I am proposing a new door movement idea and a new bonus structure.

PROPOSED BONUSES - Standard Bonus groups and Capital bonus structure (See USA MAP PACK State Capital bonuses)
First the bonuses will still be zone based like the old map. But there will also be tombs throughout the catacombs. Hold 1 tomb for +1, hold 2 for +3 and so on.

New door movement ideas:
The single biggest feature of the first map was the use of 1-way doors ONLY. It is very unique and different.
Original Doors
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With Draknor Level 2, I wish to hold true to the uniqueness of the first but still be a unique map itself.
This is why I am proposing a new type of door system. Here are several new ones I have come up with.
2-way breakable wall door- this basically will represent a hole that a player can break through to get to another room. it will start with a higher number of neutrals (4-6). It will allow the map to slowly open up and become different over time.
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2-way regular doors (basically every other standard map connection) does not seem appropriate. Since the 2-way breakable serve the same purpose once broken through, I see no need for this very standard door.
2-way re locking door - This door will have 1 single neutral army on it that resets each turn. It basically becomes a door that must be opened (attacked) each round if it is closed.
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Now here is the thing. I only want to add 1 door type to the map. And since the theme is crypts and catacombs, I think the breakable 2-ways are the way to go.
The 3rd level will have all three door types.

So....
PROPOSED Door movement
Draknor Level 1 room movement options
100%Image
Draknor Level 2 room movement options
75%Image25%Image
Draknor Level 3 room movement options
60%Image20%Image20%Image
Is everyoen OK with this?
Please discuss.

Thanks
WM
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natty dread
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by natty dread »

Wow, that's innovative. That plan sounds good... this way you'd have 3 "difficulty" levels, each having a more complex door system. Really nice.

Although, I'd rather make the relocking doors by having a large decay on them, something like -8. This way you could, if you have enough troops, hold the door for a turn or two if needed. After all, if you have enough people in your party, you can have someone hold the door open...
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MrBenn
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by MrBenn »

[moved] back into the drafting room.
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waseemalim
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by waseemalim »

god forbid that I get lost here.
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

natty_dread wrote:Wow, that's innovative. That plan sounds good... this way you'd have 3 "difficulty" levels, each having a more complex door system. Really nice.

Although, I'd rather make the relocking doors by having a large decay on them, something like -8. This way you could, if you have enough troops, hold the door for a turn or two if needed. After all, if you have enough people in your party, you can have someone hold the door open...
Good point. We are far from the 3rd level but we can keep this in the back until then.

Thanks
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Bruceswar
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Re: Dungeon of Draknor Level 2 -Back to Life

Post by Bruceswar »

I am excited to play this one! Looking forward to an update!
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Re: Dungeon of Draknor Level 2 -Back to Life

Post by fumandomuerte »

I like the "2-way re locking door" but with more neutral troops at the start of each turn (something like 4).
You're one of my "map makers heroes" btw =P
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Re: Dungeon of Draknor Level 2 -Back to Life

Post by WidowMakers »

Sorry for the delay on an update. I have been sort of incapacitated for the past few days.
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