Clandemonium [GP,GX,XML,BETA]

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natty dread
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Re: Clandemonium [GP,GX,XML,BETA]

Post by natty dread »

You could just play 5 player games on it.
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stinkfish
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Re: Clandemonium [GP,GX,XML,BETA]

Post by stinkfish »

I haven't played this map, and as a casual gamer i don't even know when i intend to, but i came here to say that this map design is stunning.

Not to piss anyone off, but there are a lot of maps on CC that are simply ugly. This isn't one of them.
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

stinkfish wrote:I haven't played this map, and as a casual gamer i don't even know when i intend to, but i came here to say that this map design is stunning.

Not to piss anyone off, but there are a lot of maps on CC that are simply ugly. This isn't one of them.



thx



Kab is a master artist :D
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iancanton
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Re: Clandemonium [GP,GX,XML,BETA]

Post by iancanton »

SuicidalSnowman wrote:
Kabanellas wrote:
Blitzaholic wrote:Thota 01, 02 may need changed to neutral values of 3/3?
LoW 02, 03 may need changed to neutral values of 3/3?

beacuse of Portal proximity...... well I'm not totally sure if that's necessary. Being closer could have a positive side but a negative as well.

I haven't followed the in depth discussion on this point, but after playing a few 1v1's, I think THOTA has a huge advantage due to the proximity. I find most games so far have been races to portals, whether to then hit the deep land or attack into neighbor territories.

Also, the auto deploy on the landing points so far seems to outweigh the benefit of taking territories in a homeland, and the smaller clan autos are generally not worth the neutrals. I would say THOTA/LoW need higher neutrals, personally. Or I can just keep spawning on them, that would be fine too.

the results from Game 8586047 to Game 8594027, which were the last 20 1v1 (mostly foggy) games finished at the time i looked, show no bias toward the thota or low start positions. in fact, thota won 8 games from 20 and low just 7. the best results were from the id and aod positions, with 13 wins each, while bss had only 6 wins. since the best and worst results from this small sample aren't extreme, i conclude from this quick analysis that the positions are relatively balanced with respect to each other in 1v1 games.

ian. :)
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

iancanton wrote:
SuicidalSnowman wrote:
Kabanellas wrote:beacuse of Portal proximity...... well I'm not totally sure if that's necessary. Being closer could have a positive side but a negative as well.

I haven't followed the in depth discussion on this point, but after playing a few 1v1's, I think THOTA has a huge advantage due to the proximity. I find most games so far have been races to portals, whether to then hit the deep land or attack into neighbor territories.

Also, the auto deploy on the landing points so far seems to outweigh the benefit of taking territories in a homeland, and the smaller clan autos are generally not worth the neutrals. I would say THOTA/LoW need higher neutrals, personally. Or I can just keep spawning on them, that would be fine too.

the results from Game 8586047 to Game 8594027, which were the last 20 1v1 (mostly foggy) games finished at the time i looked, show no bias toward the thota or low start positions. in fact, thota won 8 games from 20 and low just 7. the best results were from the id and aod positions, with 13 wins each, while bss had only 6 wins. since the best and worst results from this small sample aren't extreme, i conclude from this quick analysis that the positions are relatively balanced with respect to each other in 1v1 games.

ian. :)



That is excellent information, thank you so much ian. =D>
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

karelpietertje wrote:
Blitzaholic wrote:KoRT = Kinghts of Round Table


it's actually Knights of the Round Table, thanks. ;)



:lol:

yes, I know, that was a typo.


It has been fixed.
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-=- Tanarri -=-
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Re: Clandemonium [GP,GX,XML,BETA]

Post by -=- Tanarri -=- »

Ogeron wrote:This map is weak in assassin. Its' layout doesn't entice any of the goals in that mode. Probably doesn't work in terminator either for the same reason it fails in assassin.

I haven't commented much so if this is already answered or a technically impossible comment don't bother to haze me; I'll read the thread and get the pertinent answer.

Game maps that can be exploited by a type of game play should be banned from initiation in that form. Simply, with all the new ever joining members, a map that in assassin and terminator can exploit sitting and blitzing, the only viable strategy to winning; in these modes it is based on people not knowing the map AND should be prevented from using these game modes.

This map like others is greatly suited to slow play, where you are forced to measure the game goals against your opponents likely actions and "bet" on them to your success or demise over time.

But in 2 of the 3 modes, this clearly is an exploit map taking advantage of players unfamiliar with the end game strategy. I feel there is no skill in the play on those two modes and would recommend its use in those modes be banned.


I must say that this map is one of the best maps that I've played Assassin games on... it makes a really kick ass 5 player speed freestyle assassin map. Even for 8 player assassin games it's not that bad from my experience, which admittedly is limited mostly to speed games. If someone just sits and blitzes in an 8 player game, then they are limiting themselves. Really you should be taking at least one clan ground and there's always options for going into the centre later on in the game for extra bonuses as well.
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DJENRE
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Re: Clandemonium [GP,GX,XML,BETA]

Post by DJENRE »

Interesting map for 1 vs 1 and also for 8 players game.
I also like this map because of the landing points (some dropped and some to reach).
Nice work guys, let me know when you have time if you're interested with MMK serie. I'd like to make MMK II with clandemonium.
I can open the tournament as soon as I fix the details with you.
http://www.conquerclub.com/forum/viewtopic.php?f=89&t=137470

Nice work by the way.
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

DJENRE wrote:Interesting map for 1 vs 1 and also for 8 players game.
I also like this map because of the landing points (some dropped and some to reach).
Nice work guys, let me know when you have time if you're interested with MMK serie. I'd like to make MMK II with clandemonium.
I can open the tournament as soon as I fix the details with you.
http://www.conquerclub.com/forum/viewtopic.php?f=89&t=137470

Nice work by the way.



ok, thx


ask kab about the tourney MMK II with clandemonium and if he is interested. I am too busy, but, I am sure he will be ok with it.
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

-=- Tanarri -=- wrote:
I must say that this map is one of the best maps that I've played Assassin games on... it makes a really kick ass 5 player speed freestyle assassin map. Even for 8 player assassin games it's not that bad from my experience, which admittedly is limited mostly to speed games. If someone just sits and blitzes in an 8 player game, then they are limiting themselves. Really you should be taking at least one clan ground and there's always options for going into the centre later on in the game for extra bonuses as well.



thx Tanarri, good to know. =D>
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MrBenn
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Re: Clandemonium [GP,GX,XML,BETA]

Post by MrBenn »

I appear to have lost the plot here... are we still waiting for an xml update or something? Or is everything pretty much in order now?
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Kabanellas
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

I'm about to post the new map files with the graphic changes that will go along with the new XML... sorry for the delay :(
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

the updated files:

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_Large_img.png[/bigimg]

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_small_img.png[/bigimg]
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natty dread
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Re: Clandemonium [GP,GX,XML,BETA]

Post by natty dread »

Is BotFM a radio station for robots? If so, you could draw an antenna there.
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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

MrBenn wrote:I appear to have lost the plot here... are we still waiting for an xml update or something? Or is everything pretty much in order now?



we still waiting for the latest xml update, coming soon.



natty_dread wrote:Is BotFM a radio station for robots? If so, you could draw an antenna there.



BotFM is an abrreviation of a clan named Brethren of the Fat Mermaid.
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natty dread
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Re: Clandemonium [GP,GX,XML,BETA]

Post by natty dread »

Haha, I know that. I was just messin' with y'all. ;)

The update looks good though.
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

natty_dread wrote:Is BotFM a radio station for robots? If so, you could draw an antenna there.



:lol: :lol: :lol:
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

and here's the fixed/updated XML kindly sent by thenobodies80

http://h1.ripway.com/thenobodies80/Clandemonium_Fix.xml
sogaender
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Re: Clandemonium [GP,GX,XML,BETA]

Post by sogaender »

Forgive me if my comment is completely foolish, but...

There is a pathway (at least, in my current game) from Immortal Assassins to VDLL that is two territories long, and each territory has only 2 neutral troops. So, the progression is this: Immortal Assassins > Immortal Assassins 02 (two troops) > Immortal Assassins 06 (two troops) > VDLL (7 troops). Every other pathway to a "Clan's Ground" is either (3 troops) > (4 troops) > (7 troops, clan ground), or (2 troops) > (2 troops) > (2 troops) > (7 troops, clan ground).

Maybe this has already been mentioned, or maybe it's due to balancing play... but it would seem to me that only needing to go through 4 neutral troops before reaching the clans ground (rather than every other path that takes you through 7 troops before reaching the clans ground) would be a huge advantage to whomever is placed on Immortal Assassins landing point.

Thanks, and don't hate if I have overlooked something!
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Leehar »

sogaender wrote:Forgive me if my comment is completely foolish, but...

There is a pathway (at least, in my current game) from Immortal Assassins to VDLL that is two territories long, and each territory has only 2 neutral troops. So, the progression is this: Immortal Assassins > Immortal Assassins 02 (two troops) > Immortal Assassins 06 (two troops) > VDLL (7 troops). Every other pathway to a "Clan's Ground" is either (3 troops) > (4 troops) > (7 troops, clan ground), or (2 troops) > (2 troops) > (2 troops) > (7 troops, clan ground).

Maybe this has already been mentioned, or maybe it's due to balancing play... but it would seem to me that only needing to go through 4 neutral troops before reaching the clans ground (rather than every other path that takes you through 7 troops before reaching the clans ground) would be a huge advantage to whomever is placed on Immortal Assassins landing point.

Thanks, and don't hate if I have overlooked something!

It was noted when I mentioned it, so maybe it's already changed in the updated xml Kab showed in the post above yours?
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

grrrr.... oohhh we misssed that. I'll ask NB to make it right
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Kabanellas »

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Blitzaholic
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Re: Clandemonium [GP,GX,XML,BETA]

Post by Blitzaholic »

natty_dread wrote:Haha, I know that. I was just messin' with y'all. ;)

The update looks good though.



:lol: that was funny natty.


thx
giuppichan
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Re: Clandemonium [GP,GX,XML,BETA]

Post by giuppichan »

stupid question: playing it I've got the pinnacle card. how am i supposed get the bonus from it since it reset to 7 at the beginning of each turn?
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natty dread
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Re: Clandemonium [GP,GX,XML,BETA]

Post by natty dread »

You won't.
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