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Krazy Kaverns - On Hold

PostPosted: Mon Aug 05, 2013 3:23 pm
by dolomite13
I am putting this on hold for now as I have other Ideas I want to do first.

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Mon Aug 05, 2013 7:20 pm
by isaiah40
You and your krazy maps!!! :lol:

Please get a rough draft up so we can see what you are talking about [-o<

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Tue Aug 06, 2013 11:01 am
by dolomite13
isaiah40 wrote:You and your krazy maps!!! :lol:

Please get a rough draft up so we can see what you are talking about [-o<


The basics are being formulated now. Probably have something later this week.

Not looking to move this to draft just yet.

=D13=

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Tue Aug 06, 2013 10:53 pm
by dolomite13
OK here is a basic draft map ... nothing on it is final but it has basic concepts and will provide a template for me to fill in as I formulate the artifacts and special features.

First Draft
http://imageshack.com/a/img38/4228/c4p.png


=D13=

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Tue Aug 06, 2013 10:58 pm
by Aleena
It looks like a cool start - not fully understanding all the rules and the game play - but you have my interests up...

Keep it up, I can not wait to see what this turns into to....

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Wed Aug 07, 2013 12:40 am
by Bruceswar
being honest.. I do not see the point in this map.. Looks really close to monsters.. just a bit different?

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Wed Aug 07, 2013 1:27 am
by dolomite13
Bruceswar wrote:being honest.. I do not see the point in this map.. Looks really close to monsters.. just a bit different?


Once I get some terrain in there and flesh out the special features and artifacts I think you will see it's way closer to Krazy Kingdoms than Monsters. My goal was to put together a "Krazy" map but place it in a smaller setting (caverns vs world map) and introduce more kingdoms. The game-play is altered in that you must select how you will receive a bonus rather than having your favored territories decide the bonus. And with the artifacts you will be able to add what amounts to another special ability. I may only allow you to control one artifact at a time making it important to choose the one that synergizes with your "dark/light" choice or your special feature. Oh an the hex map is just to help with connections I will make it look all cavern like later. I agree that the stone background looks like Monsters and that I will most likely change it. I consider the wizards from "Monsters!" to be "Human Wizards" from Krazy KIngdoms and that Monsters!, Krazy Kingdoms, and Krazy Kaverns all exist in the same fantasy universe so here will be some synergy there.

=D13=

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Wed Aug 07, 2013 2:14 am
by EricPhail
Looks interesting as a concept...

Would prefer it if you concetrated on maps already under way though. Finish kingdoms first please (btw did you know that the link in your sig says kindoms as opposed to kingdoms) at least to beta, so we know how that plays (which simplifies the process of this one since it's a similar concept)

(how do plan on creating a 1 artifact limit? conditional borders eg. if you hold one the others no longer border anything for you?)

not sure about the current territory layout, too restrictive (will be an absolute horror in assasin - pray you get your direct neighbour, else you'll probably lose) likely to devolve into a fight at the top and one at the bottom (if you do limit the artifacts to one only, might be worth allowing them to one way across the centre in some form or another), not sure about the several places with a 1 hex chokepoint, artifacts unfairly spaced (a1, h1 at a distinct advantage over some of the others)

Re: Krazy Kaverns - Map Idea Formulating (8/5)

PostPosted: Wed Aug 07, 2013 11:20 am
by dolomite13
EricPhail wrote:Would prefer it if you concetrated on maps already under way though. Finish kingdoms first please (btw did you know that the link in your sig says kindoms as opposed to kingdoms) at least to beta, so we know how that plays (which simplifies the process of this one since it's a similar concept)


Krazy Kingdoms is currently done with Graphics and Gameplay and Gilligan has the base XML and I am sure will have something for us soon enough. I plan to go back to concentrating on graphics for Homeworlds as soon as I get an official OK to go ahead on a Battle Royal map. I don't see any problem spending time on Melting Pot ideas while I am in a holding pattern.

EricPhail wrote:(how do plan on creating a 1 artifact limit? conditional borders eg. if you hold one the others no longer border anything for you?)


Yes ... conditional borders will limit you selection of "dark" or "light" for your bonus as well as artifacts.

EricPhail wrote:not sure about the current territory layout, too restrictive (will be an absolute horror in assasin - pray you get your direct neighbour, else you'll probably lose) likely to devolve into a fight at the top and one at the bottom (if you do limit the artifacts to one only, might be worth allowing them to one way across the centre in some form or another), not sure about the several places with a 1 hex chokepoint, artifacts unfairly spaced (a1, h1 at a distinct advantage over some of the others)


I agree about the layout. I am considering adding more territories but not too many. Special Features will have some movement alterations as will at least one of the artifacts. As artifacts are something new I was considering that you could attack any of the 4 from any of the 4 spaces in the center area of the map. Although you could only conquer one of them at a time.

I wonder if rather than having 8 spots on main map to start on if I did a even drop across the map like a traditional game, and made it so that you couldn't drop any extra bonus off the start of the game if that would help and make it more unique from Krazy Kingdoms. I will give that some thought in hopes of coming up with a solution for assassin games.

=D13=