Capt ARGH! Posted June 15, 2011 Report Posted June 15, 2011 (edited) I applaud the effort that has been put into the hallutron. I have no problem with it at all. unfortunately though it takes a fair chunk of real-estate from the castle and makes it much less playable as a result. for this reason I now call for a re-design of the castle and placement of it and the hallutron. I would like to have the hallutron exactly as it is but a little lower in relation to the rest of the map. and i would like the castle to be disconnected from the hallutron and a least as big as the 'classic' castle design, but moved up a little. How does that sound? Edited June 15, 2011 by Capt ARGH!
Caerbannog Posted June 15, 2011 Report Posted June 15, 2011 I applaud the effort that has been put into the hallutron. I have no problem with it at all. unfortunately though it takes a fair chunk of real-estate from the castle and makes it much less playable as a result. for this reason I now call for a re-design of the castle and placement of it and the hallutron. I would like to have the hallutron exactly as it is but a little lower in relation to the rest of the map. and i would like the castle to be disconnected from the hallutron and a least as big as the 'classic' castle design, but moved up a little. How does that sound? http://forums.ssgn.net/forum/277-drake-continuum-map-editor/
hallucination Posted June 15, 2011 Report Posted June 15, 2011 I applaud the effort that has been put into the hallutron. I have no problem with it at all. unfortunately though it takes a fair chunk of real-estate from the castle and makes it much less playable as a result. for this reason I now call for a re-design of the castle and placement of it and the hallutron. I would like to have the hallutron exactly as it is but a little lower in relation to the rest of the map. and i would like the castle to be disconnected from the hallutron and a least as big as the 'classic' castle design, but moved up a little. How does that sound?New map submissions are welcome. I'd also love to see new maps and settings with an eye toward new events (and settings, etc!). Please don't ask to relocate the hallucitron. Due to the way LVZ works, moving it is a HUGE amt of work for me. I have on my list to look into an undocumented feature (which means it's probably buggy/doesn't really work right) that allows movement of these types of LVZ elements -- not a high priority though. Feel free to move other aspects of the map around. Note that Wob's map had the hallucitron in a floating box (in the exact same place). Use DCME for map editing available on ssgn.net. mgb's server help site has lots of useful info about all the above Server Help --hallu
Capt ARGH! Posted June 15, 2011 Author Report Posted June 15, 2011 (edited) I applaud the effort that has been put into the hallutron. I have no problem with it at all. unfortunately though it takes a fair chunk of real-estate from the castle and makes it much less playable as a result. for this reason I now call for a re-design of the castle and placement of it and the hallutron. I would like to have the hallutron exactly as it is but a little lower in relation to the rest of the map. and i would like the castle to be disconnected from the hallutron and a least as big as the 'classic' castle design, but moved up a little. How does that sound?New map submissions are welcome. I'd also love to see new maps and settings with an eye toward new events (and settings, etc!). Please don't ask to relocate the hallucitron. Due to the way LVZ works, moving it is a HUGE amt of work for me. I have on my list to look into an undocumented feature (which means it's probably buggy/doesn't really work right) that allows movement of these types of LVZ elements -- not a high priority though. Feel free to move other aspects of the map around. Note that Wob's map had the hallucitron in a floating box (in the exact same place). Use DCME for map editing available on ssgn.net. mgb's server help site has lots of useful info about all the above Server Help --hallu i'd love to design a map.. time is something difficult to come by though. which is why i'm asking someone else to alter the castle. re: cant move the hallutron: this is why i said move it in relation to the rest of the map. ie. you keep the hallutron where it is and move everything else. or worst case, just move the castle up. Edited June 15, 2011 by Capt ARGH!
»Nude For Satan Posted January 10, 2012 Report Posted January 10, 2012 I vote move the castle up, have it secede from the Hallutron, and revert it to that old design these bastards are talking about.
Wobit Posted January 11, 2012 Report Posted January 11, 2012 (edited) Tried to create something, check it out at ?go wobit Opinions/idea's/etc? http://img193.imageshack.us/img193/6222/castletest.jpg Edited January 11, 2012 by Wobit
»Axe Demento Posted January 11, 2012 Report Posted January 11, 2012 Wobbit i like that design and I LOVE the name HALLUTRON this nice thing about this is it would allow us to fight around it Thus reading and battling if only you could type a message into the hallutron for that special someone for the cost of 25 bonus !ITELLYOU The things I'd love to see also in lights Is "HIGHEST BOUNTIES this reset"Biggest Kill this reset also spree's and Streaks ...Axe
Capt ARGH! Posted January 12, 2012 Author Report Posted January 12, 2012 (edited) Tried to create something, check it out at ?go wobit Opinions/idea's/etc? http://img193.imageshack.us/img193/6222/castletest.jpg well done for this first draft, one niggle i have with it straight away without even playing it is that the bottom left and right sections will not be used. and again without playing it, it all seems a bit fiddley, not in a nice way. the best castle ive seen was the one with power points in it, those flag type things. there were 2 ways in left and right and it had a great balance of being easy to defend one side but not both from attack. that was super fun. . so advice about this one i would have to draw something out another time, but basically the idea is to have two or three main ways in and a usable play area inside, couple of spaces to hide behind and not so small that you cant move in there.. also no dead space - unlike the above design (excluding the hallutron i know we dont want players in in there for some reason). perhaps have a wall under the hallutron with an opening and open the inisdes of the now closed off 'turrets' to that space as a next step in this design... btw my PCs been out of action for a while, still waiting on a new mobo which is why you havent seen much of me and why i havent had a go in your castle yet. Edited January 12, 2012 by Capt ARGH!
»Axe Demento Posted January 12, 2012 Report Posted January 12, 2012 Perhaps one more wall at the bottom and a way to sneak round the bottom parts. I don't mind the dead ends as you could hide down there and loop back up. But if there were blockers on the bottom two towers you could sit in there fire out and be slighty protected from people firing straight down. If you want to fly it. ?go=wobbit Works. Capt Argh I've missed your green! hope your New PC is up and running soon. My other though would be to stretch the castle so you could do an inverse of the top safezone bellow. I will bet wobbit could make a few versions hey WOB. how bout do a map that has a stack of different versions of the castle. A feudal village if you will. ...Axe
Wobit Posted January 13, 2012 Report Posted January 13, 2012 I'll try to make more versions this weekend and place them in a town..
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 wobit here's a version to try please... sorry for the shit drawing skills -lol at myself- ... this is mostly due to using my wife's pc.. she doesnt have a mouse! she uses a thumb-trackball ***FACE PALM*** note all corridors are at least 3 tiles wide and only the openings in blue are 2 tiles wide. the castle itself is a little bigger on the sides and higher and detached from the hallutron.even though i put basic turrets on the castle (the round bits) you can go ahead and use the same ones we already have, (with the old bomb openings) as these are fine. ps you note that i put a bomb sized hole in the hallutron.. is it ok to shoot through that?http://img259.imageshack.us/img259/1184/chaoscastle.png
Wobit Posted January 16, 2012 Report Posted January 16, 2012 Nice design Capt, I'll make a version of this one. Nope I can't use those Hallutron sniper-openings, well I could.. but the tiles used to prevent people warping into the Hallutron act as a solid block. PS: I only see one way in at the south correct? Could be fun, makes it easier to defend / harder to attack. Going to work on it today.
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 (edited) Nice design Capt, I'll make a version of this one. Nope I can't use those Hallutron sniper-openings, well I could.. but the tiles used to prevent people warping into the Hallutron act as a solid block. PS: I only see one way in at the south correct? Could be fun, makes it easier to defend / harder to attack. Going to work on it today. yes one opening as shown. re hallu tiles: could you not make a 1 tile wide corridor to shoot down? would this not also make it impossible to warp into the hallutron as the corridor is to small for ships? in fact a corridor is more fun anyway because you can bounce bullets down there. Edited January 16, 2012 by Capt ARGH!
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 Nice design Capt, I'll make a version of this one. Nope I can't use those Hallutron sniper-openings, well I could.. but the tiles used to prevent people warping into the Hallutron act as a solid block. PS: I only see one way in at the south correct? Could be fun, makes it easier to defend / harder to attack. Going to work on it today.hi just looking at my design it would probably be better if it had 2 easy ways into the centre section rather than 1.. as it stands the right hand side has only ship sized (2 tile) openings, probably would be better if the highest of these were bigger.
Wobit Posted January 16, 2012 Report Posted January 16, 2012 (edited) Nice design Capt, I'll make a version of this one. Nope I can't use those Hallutron sniper-openings, well I could.. but the tiles used to prevent people warping into the Hallutron act as a solid block. PS: I only see one way in at the south correct? Could be fun, makes it easier to defend / harder to attack. Going to work on it today. yes one opening as shown. re hallu tiles: could you not make a 1 tile wide corridor to shoot down? would this not also make it impossible to warp into the hallutron as the corridor is to small for ships? in fact a corridor is more fun anyway because you can bounce bullets down there. Ofcourse, forgot about that. EDIT: oops also forgot about flags being able to spawn there, makes it impossible to have it opened there then... Here's a first impression (still needs to be tiled, changed a bit, etc): http://img338.imageshack.us/img338/491/cptdesign.jpg Edited January 16, 2012 by Wobit
»Axe Demento Posted January 16, 2012 Report Posted January 16, 2012 Looks fun. Tho I still am a fine of a very narrow entrance from the bottom with a small gate just above the hallutron. This means that it is risky to enter from the bottom you could get trapped and have to escape the other side. If it is too large even 2 ships wide you can easily fly in.Thus the top is the reliable entrance and the bottom is the dangerous entrance. ...Axe
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 (edited) yea getting there! when we were playing there it seems that the centre section wasn't much of a goal.. more fun playing in the outer section.. which isnt a bad thing... but i figured we lost some playable area at the top, i think just getting rid of the top part of the corridor and making the centre section bigger (and moving the safe up a little) would improve it... anyway here's some tweak suggestions... http://img827.imageshack.us/img827/6262/castle2hd.png Edited January 16, 2012 by Capt ARGH!
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 (edited) Looks fun. Tho I still am a fine of a very narrow entrance from the bottom with a small gate just above the hallutron. This means that it is risky to enter from the bottom you could get trapped and have to escape the other side. If it is too large even 2 ships wide you can easily fly in.Thus the top is the reliable entrance and the bottom is the dangerous entrance. ...Axe the point of this castle is that it's kind of like an assault. a little like my favourite castle design described briefly above in an earlier post... we just had a try of it and it seems quite fun because you can always be outflanked once you've got in the large opening. Edited January 16, 2012 by Capt ARGH!
Capt ARGH! Posted January 16, 2012 Author Report Posted January 16, 2012 wobit i just had another look and i see youve made the outer corridors wider... i feel these 'outflanking' runs should be narrow to make them a less desirable route compared to the main corridor. 3 tiles wide..
Wobit Posted January 16, 2012 Report Posted January 16, 2012 (edited) Placed the castle on the regular map, check it out (?go wobit). The areas left and right outside the castle - are these areas good to fly by now? It's narrower obviously, but is it do-able? Don't want to mess with the flow of the map ofcourse.. Looks like this now: http://img857.imageshack.us/img857/1254/cpt2m.jpgUploaded with ImageShack.us Edited January 16, 2012 by Wobit
hallucination Posted January 17, 2012 Report Posted January 17, 2012 Good work guys! I like it when ppl take initiative and make stuff happen! --hallu
Capt ARGH! Posted January 17, 2012 Author Report Posted January 17, 2012 after a play session yesturday, it's clear that the above design isnt great for fast action.. basically the time it takes to get in there to engague is a little too long. you tend to fight at the entry points rather than battle to get to the center. but it is fun, i have a couple of ideas to tweek to make it faster and will try and post later today or tomorrow sometime. the castle wobit made (not shown here) was much more like the calssic castle and had fast play.. more focused on getting into and owning the center section. it was fun to play and a vast improvement on the castle currently in the main arena.
Capt ARGH! Posted January 18, 2012 Author Report Posted January 18, 2012 here's a re-design. the assault idea is the same but i've made a couple more entry points and its now much faster to get into. also this design is a few tiles shorter and narrower. do you think you could try this variant out for us wobit? http://img62.imageshack.us/img62/6753/castle3k.png
Wobit Posted January 18, 2012 Report Posted January 18, 2012 Done, check it out at L14 http://img714.imageshack.us/img714/1969/castlecastle.jpgUploaded with ImageShack.us
»Axe Demento Posted January 19, 2012 Report Posted January 19, 2012 I will be gone for a week or so but you and the capt are doing a great job!Looking forward to playing it! ...Axe
Recommended Posts