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  #1  
Old January 30th, 2013, 02:00 PM
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C3G Terrain Rules and Goals

C3G Terrain Design Process Very Similar to the Unit Design Process (no ERB):

Spoiler Alert!


Building Rules

Spoiler Alert!

Quote:
Originally Posted by Craig Van Ness View Post
I highly recommend C3V and C3G customs!

Last edited by IAmBatman; November 20th, 2013 at 09:31 PM.
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Old January 30th, 2013, 04:26 PM
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Re: C3G Terrain Rules and Goals

**subscribed** This post can be reused if required in the future.
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  #3  
Old January 30th, 2013, 06:03 PM
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Re: C3G Terrain Rules and Goals

1st draft of C3G Terrain Goals:

1) To have a collection of terrain that can be used on C3G maps for competition, scenario, and/or casual game play.

2) To have each terrain design be a collaborative effort from the C3G Terrain members while encouraging support, ideas, and effort from the entire Heroscapers.com community.

3) Maintain the position of at least 5 and no more than 11 core members who are enthusiastic, well respected, and active Heroscapers.com members.

Quote:
Originally Posted by Craig Van Ness View Post
I highly recommend C3V and C3G customs!
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Old January 30th, 2013, 06:09 PM
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Re: C3G Terrain Rules and Goals

1st draft of C3G Terrain Rules:

1) For any decision to be finalized, a proposal must be submitted in the Voting Hall or in an individual terrain design thread in this manner so it is not confused with simple chatter or normal discussion: I Propose (what it is you are Proposing).

2) Each proposal will have 2 days to achieve a majority vote. A proposal will stay active for 2 days or until all C3G Terrain members have voted and then the votes will be tallied. A vote consists of a C3G Terrain member posting yea or nay.

3) If there is a split decision on a proposal, then any C3G Hero that is not a C3G Terrain member may respond to the split decision by voting. The first C3G Hero to respond will have the deciding vote.

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  #5  
Old January 30th, 2013, 07:43 PM
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Re: C3G Terrain Rules and Goals

Looking good so far. Is it too much to ask to specifically mention Buildings and Skyscrapers in our goals?

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Old January 30th, 2013, 08:20 PM
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Re: C3G Terrain Rules and Goals

Quote:
Originally Posted by IAmBatman View Post
Looking good so far. Is it too much to ask to specifically mention Buildings and Skyscrapers in our goals?
I second this. It's our primary motivation ... maybe something like this:

Quote:
To have a collection of terrain (i.e. buildings, skyscrapers) and other complimentary destructible objects that can be used on C3G maps in a way that is consistent with C3G's established guidelines and rules for competition, scenario, and/or casual game play.
But maybe that's too specific ... ?
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Old January 30th, 2013, 08:30 PM
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Re: C3G Terrain Rules and Goals

Could we also add in that scale is muy importante? I mean one of the chief issues A3N has with Grish's buildings is the scale.

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  #8  
Old January 30th, 2013, 09:17 PM
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Re: C3G Terrain Rules and Goals

We're going to do buildings.

But we need to discuss scale.

Quote:
Originally Posted by Craig Van Ness View Post
I highly recommend C3V and C3G customs!
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  #9  
Old January 31st, 2013, 07:46 AM
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Re: C3G Terrain Rules and Goals

I think it's appropriate that we scale is considered for all things we do but it's not the foundation for what we do. The perfect example is buildings, because the correct scale would be 6 levels high but practicality for game mechanics & what we wanted to do with them 8 suits the best.
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Old January 31st, 2013, 12:07 PM
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Re: C3G Terrain Rules and Goals

Should it be a goal to make play inside the buildings/skyscapers possible, either physically inside by removing floors or by secondary map of possibly printable generic floors?
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Old January 31st, 2013, 12:18 PM
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Re: C3G Terrain Rules and Goals

Those are specific goals that we're going to try to make happen with buildings but we need to explore it further to see what we can do.

Quote:
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I highly recommend C3V and C3G customs!
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  #12  
Old January 31st, 2013, 01:34 PM
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Re: C3G Terrain Rules and Goals

Well you could have figure enter the building, and then if another figure enters they could automatically be classified as adjacent whilst inside allowing for close combat. You could even give a defensive penalty for tge lack of space.
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