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

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

Post by WidowMakers »

OK. Here is a VERY Rough prelim draft.
The main point of level two is to have tunnels (catacombs) be the main way to get from the brown (entrance, alter, temple, and burial prep rooms) to the 5 specific crypt areas. The crypt areas will be based on special characters (we will all come up with names later) and the rooms will be decorated with tombs, alters, statues, etc)

We will be focusing on the 1-way arrows first. Once that GP is established, we will add several (around 8-15) breakable doorways that cross color groups in others ways than catacomb to catacomb (i.e. room to room or room to cat)

VERSION 1 GP Draft
[bigimg]http://img17.imageshack.us/img17/9264/drak2prelimgp.png[/bigimg]

GAMEPLAY
TERTS-Standard
OK. Here are the basic details of the regions:
There are 44 terts total.

Code: Select all

Color    TOTAL Terts (Rooms/Cats)    Territories to defend 
Brown      4                        2
Green      5 (3/2)                  2
Blue       9 (6/3)                  3
Orange     11 (7/4)                 4
Purple     7 (4/3)                  2
Red        8 (5/3)                  3


TERTS-Neutral
There will also be around 8-15 breakable walls the will be starting as neutrals (army count TBD)
SO technically, you could play this map as a 1-way only if none of the breakable walls are broke.

BONUSES
    -Standard bonuses for 6 bonus groups
    -Each Cat/crypt group will have 1 tomb/sarcophagus that may be part of a (hold 2 get +x, hold 3 get +y, etc) bonus group.
Last edited by WidowMakers on Mon Dec 07, 2009 9:59 pm, edited 3 times in total.
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Unit_2
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Post by Unit_2 »

WTF is that?? :shock:
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Post by TaCktiX »

I love your beta image, it's actually kinda funny. As for Crypt and Tomb names, I say use clever rewordings of well-known fantasy villains/heroes. That'd hold with the Dungeon theme while still being cute for the fanboys.

What kind of fortification will be on the walls to start? 5? 10?
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Post by greenoaks »

are there only going to be 2 levels to this dungeon series ?

i ask because my impression of these things are that crypts and catacombs would be deeper, in less valuable real estate.

for instance the entrance down to level 2 is in a corner of the great hall. it just seems odd that that would be the entrance to the tombs.

imo that entrance would lead to quarters for lords/ladies, generals, high ranking priests, etc. it would also lead to rooms to entertain these people.
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Post by edbeard »

Is that red square thing in the middle left part of the map (in a one of the blue territories) the stairs up to level 2?


I can't really remember the difference between crypts, catacombs, and tombs, but aren't tombs for families? So maybe just have names for families and have it be their tomb.

I'll check on wikipedia though I guess.


I love the breakable walls.


I guess to figure out the names, you'd need to figure out what would be inside an area full of tombs, catacombs and crypts.

Oh. maybe when you said you were changing the title you mean that tombs would replace crypts. I kinda liked the ring of crypts and catacombs. I might do some research later to get some ideas for ya.
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Post by WidowMakers »

OK here are some definitions

Crypts http://en.wikipedia.org/wiki/Crypt
    In medieval terms, a crypt (from the Latin crypta and the Greek kryptē) is a stone chamber or vault, usually beneath the floor of a church or castle, usually used as a chapel or burial vault possibly containing sarcophagi, coffins or relics of important persons such as saints or high ranking church officials.
Catacombs
    1: a subterranean cemetery of galleries with recesses for tombs —usually used in plural
    2: something resembling a catacomb: as a: an underground passageway or group of passageway
So based on those descriptions the names fit. (I did do some research before posting)
All of the chambers are crypts or burial vaults (containing sarcophagi, coffins or relics of important persons) and all of the halls are catacombs (underground passageways to the crypts)

edbeard wrote:Is that red square thing in the middle left part of the map (in a one of the blue territories) the stairs up to level 2?
I have no clue where that came from. It is not necessarily the stair case up or down but could be.

edbeard wrote:but aren't tombs for families?
I am not sure about this. The reason I have 5 tomb rooms was to show that these are important from a gameplay perspective. They are connected to each other and have autodeploy bonuses. These will be the 5 rooms with the grand treasure and sarcophagi. The other rooms will just have bones and coffins.

Territory Naming
======================================
So as far as the naming the catacombs are done (easily named and understood by location (N,S,E,W,C)

The rooms however are harder.
    -We could stick with the same theme as teh first floor and have 5 groups of rooms with each group dedicated to a particular skill (magic [wizard], might [warrior/knight], stealth [ranger/elf], faith [clergy] and ?????.

    -The each group of rooms could have different coffins or relics pertaining to those groups and the FINAL tomb (green rooms) for each group would contain the sarcophagus for a legend in that skill group


EDIT

OH..............forgot 1 thing
Unit_2 wrote:WTF is that?? :shock:

It is a map
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Post by MrBenn »

If you're looking for names for the rooms, why not have different 'classes' of tomb...

1) Lords/Ladies/Royalty
2) Clerics/Saints
3) Merchants/Proffesionals/Businessmen
4) Labourers/Traders
5) Villains/Crooks
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Post by WidowMakers »

MrBenn wrote:If you're looking for names for the rooms, why not have different 'classes' of tomb...

1) Lords/Ladies/Royalty
2) Clerics/Saints
3) Merchants/Proffesionals/Businessmen
4) Labourers/Traders
5) Villains/Crooks


Thanks MrBenn. That is pretty much the idea but I would like to keep the theme of the "classes" similar to the bonuses of level 1.

I am pretty sure the names will be different that the style of teh level 1 names. Those were pretty generic names based on the bonus group (foundry, chapel, oracle,...)

I want to come up with names of the dead people (the tomb names) and then maybe we can come up with the corresponding surrounding room names

So here is what I need.
Orc Barbarian tomb name = ? {name of dead warrior/barbarian i.e. Tomb of Robak the Orc Champion}
Human Wizard = ?
Elf Ranger = ?
Human Cleric = ?
Dwarf Warrior= ?

Basically some LOTR or WoW style names.

Once these are figured out maybe we can better assign the names of the bonus groups based on things associated with these specific tombs

So here is what I need help with

    1) Names listed above
    2) Bonus values
    3) Gameplay movement (arrows and borders). I will playtest this map like the first level but talking through things always helps.


Thanks
WM
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Post by fumandomuerte »

I don't like the tombs to be connected, because once a player gets a Tomb he could "easily" get another by using the 2 autodeployable armies.

You should keep the consistency of the map series by making the stairs aligned with those from level 1 (they should be placed in Tomb 4, I guess).

GL WM
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Post by edbeard »

WidowMakers wrote:So here is what I need.
Orc Barbarian tomb name = ? {name of dead warrior/barbarian i.e. Tomb of Robak the Orc Champion}
Human Wizard = ?
Elf Ranger = ?
Human Cleric = ?
Dwarf Warrior= ?


1. Lord Graknar

2. Godrum the wise

3. Minphir the swift

4. Deacon Dunstun

5. Kolmir the brave
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Post by TaCktiX »

I like ed's, except with a small minor edits.

4. Deacon Dustin (Dunstun reminds me too much of that movie with the monkey in the hotel)

5. Kolmir the Stout (Dwarves are all brave, this one was especially hardy)
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Post by WidowMakers »

OK is there any other discussion for this map? I am pretty sure that more needs to be done than the names or the rooms :D

Does anyone see any big gameplay issues (borders, groupings, etc)
I have looked over it myself but I need some more eyes to go over teh layout and see if it all makes sense.

Then we can discuss bonuses. After that if everyone is in pretty close agreement, I will have another play test at my house with some friends and see how it works out. But I don't want to do that until i get some more feedback.

Please no comments on graphics right yet.

Thanks
WM
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Post by Unit_2 »

You might want to think about either taking the BW's out or making them bigger because with the rest of the map its kinda hard to tell if it is passable.


P.S. Sorry for the "WTF is that? :shock: " comment.
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Post by WidowMakers »

Unit_2 wrote:You might want to think about either taking the BW's out or making them bigger because with the rest of the map its kinda hard to tell if it is passable.


P.S. Sorry for the "WTF is that? :shock: " comment.
I understand. I just need to get input on the gameplay. Do you think there is a problem with the breakable walls from a gameplay perspective or just graphics? Because if it is just graphics and being able to read it all of that will be worked out later.

Thanks

WM
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Post by edbeard »

I hope you're keeping the crypts and catacombs name because that has a nice ring to it. just change the tombs to crypts.



well I'm not sure about gameplay concerns, but I was looking at bonuses and there are couple that stand out to me.

Orange seems to have the same layout as red and blue but with a lower bonus.

west catacombs has many more ways to be attack than central yet the bonuses do not seem to reflect this. I realize it's right there in the middle but it seems WAY too easy to hold compare to the other four catacombs. no way it warrants that bonus in my mind.



I wonder about the +2 autodeploy for holding a tomb. It seems a bit high to me. Won't everyone just go after those? Would a +1 be too small? What about making it similar to the Lakes on great lakes. +2 for 3, +4 for 4 and +6 for 5 or something like that.



I haven't looked at the other map in a while, but this one feels like it's harder to get to specific places. If I want to get from S. Catacomb 2 to central catacombs it takes many territories to do that. Same with North to the central. Not saying it's bad. It'll be different that's for sure. I think the last map had more 'I can go through these two territories to attack something that attacks me' paths whereas this map doesn't have many of those.
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Post by mibi »

I think you need to come with more originality. This is like a DoD 1.2. A DoD 1.7 or 2.0 would have more appeal.
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Post by WidowMakers »

Thanks both edbeard and mibi.

1-way borders is a must in the series so that needs to stay. I am keeping the crypts and catacombs idea I guess I am just goin gto start over with th layout and try to cleanup the gameplay.

My initial idea was to have this level be filled with treasures that needed to b e "looted" and those gave bonuses. I sort of have that a little with the tombs but not as much as I would like I guess.

Thanks I will start rethinking this map.

WM
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Re:

Post by mibi »

WidowMakers wrote:
My initial idea was to have this level be filled with treasures that needed to b e "looted" and those gave bonuses.


sounds great!
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by TaCktiX »

Any word on when a newer update will happen? I like Draknor Level 1 a good deal, and I'd like to see Level 2 happen soon.
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by WidowMakers »

TaCktiX wrote:Any word on when a newer update will happen? I like Draknor Level 1 a good deal, and I'd like to see Level 2 happen soon.
I am still planning on getting back to this. I have had some personal things going on in my life and not much time to do anything for CC. I am going to get Arms Race! quenched and tehn get Maze Craze to FF. After that I will get back to remaking Draknor 2. Thanks for being patient.

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

Post by DiM »

my first impression is that it's the same map as lvl 1 and a natural question arises. why play it?
well to be honest i wouldn't because the gameplay seems identical. i think in order to make this attractive you have to add some twists otherwise it's just lvl 1 with a different outline of terits. perhaps add some traps (killer neutrals) some bombardments or some teleports.
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Re:

Post by WidowMakers »

WidowMakers wrote:Thanks both edbeard and mibi.

1-way borders is a must in the series so that needs to stay. I am keeping the crypts and catacombs idea I guess I am just goin gto start over with th layout and try to cleanup the gameplay.

My initial idea was to have this level be filled with treasures that needed to b e "looted" and those gave bonuses. I sort of have that a little with the tombs but not as much as I would like I guess.

Thanks I will start rethinking this map.

WM


WidowMakers wrote:
TaCktiX wrote:Any word on when a newer update will happen? I like Draknor Level 1 a good deal, and I'd like to see Level 2 happen soon.
I am still planning on getting back to this. I have had some personal things going on in my life and not much time to do anything for CC. I am going to get Arms Race! quenched and tehn get Maze Craze to FF. After that I will get back to remaking Draknor 2. Thanks for being patient.

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

Post by Androidz »

I feel commenting this early is hard. So Keep up the good work:D

Did you notice that 2 of your breakablewalls is named the same BW6?
Last edited by Androidz on Sun Jul 20, 2008 4:20 am, edited 1 time in total.
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by whitestazn88 »

looks awesome. can't wait for the super graphics overhaul.

and what are you gonna do about the various items spread throughout your map... its all crypts and shit... so will all the rooms basically all have the same thing?

or will you have various areas that would have matching items... like i guess one part of the map could be like torture chamber, another would be like jail cells, then there could be an interrogation area or something? i don't even know what to expect


ps. i'm glad this has finally arrived
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Re: Dungeon of Draknor Level 2 (v.1 pg. 1)

Post by Juan_Bottom »

I didn't realize that you were doing Maze Craze too! I love that concept! And can't wait to play it...

And I can't wait to see this map in it's near-complete form either! I am a fan of the first Draknor map as well. The one-ways are a grood break-up from classic risk.
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