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Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium-(V.35, P.42)

Postby grifftron on Thu Mar 11, 2010 9:16 am

natty_dread wrote:
Does this mean that if they fit in the normal sized map with these super digis, that they would fit in the smaller version of the map too natty? hope so :?


Let us assume your small map will be 75% the size of the large map, which is usually quite standard. If you put army numbers that are 133% of normal size into your large map, they will take the same amount of room that 100% size army numbers would take in the small map. This can be verified with a simple calculation:

133 * .75 = ~100

or if you want a more accurate formula:

4/3 * 3/4 = 1

The short answer is, yes.


:D One of the few times I actually smiled at what someone posted on CC. Funny natty.

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Re: Clandemonium-(V.35, P.42)

Postby natty dread on Thu Mar 11, 2010 9:19 am

as for the army numbers..

Looks good actually. You will have to move the territory numbers around so they don't overlap with the army numbers. Also move the borders so they won't overlap with the numbers either, it's not good if the numbers cover up your borders...

The only territory that really has a problem is Legion 6. You need to make that larger. Others can be fixed with slight border tweaks.

One thing though... you will probably need to make your territory numbers larger. Think how hard they will be to read in the small version when they shrink 25%...


yes, yes, I'm a funny person. ;)
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Re: Clandemonium-(V.35, P.42)

Postby jefjef on Thu Mar 11, 2010 4:47 pm

AoD 6 looks squeezed as do some of the other portal terts could be. Also might wanna check a couple no mans terts
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Re: Clandemonium-(V.35, P.42)

Postby Blitzaholic on Fri Mar 12, 2010 1:36 pm

natty_dread wrote:too small territs:

AOD 9, 8, 7
IA 10 maybe
TOFU 12,10 maybe
TSM 11 (14, 13 maybe)
BSS 7
the legion 6 definitely, 2,11,12,9 probably
thota 7,5 surely, 12,13 maybe
low 13 possibly

here's a nifty way of testing territory size: take the 888 numbers and enlarge them 33% - then see if they fit nicely in all territories. If not then you have problems.


that is a neat little trick, thx for the tip.
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Re: Clandemonium-(V.34, P.41)

Postby iancanton on Sun Mar 14, 2010 10:37 am

Blitzaholic wrote:so seems we were only 1 off in total armies, trying to figure out where.

according to the bonus wording on v35, for any 2 territories held, u receive a +1 bonus. if this isn't what u mean, then u can change it so that for every 2 clan territories held, u receive a +1 bonus. the critical word is clan.

ian. :)
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Re: Clandemonium-(V.34, P.41)

Postby Blitzaholic on Mon Mar 15, 2010 2:06 pm

iancanton wrote:
Blitzaholic wrote:so seems we were only 1 off in total armies, trying to figure out where.

according to the bonus wording on v35, for any 2 territories held, u receive a +1 bonus. if this isn't what u mean, then u can change it so that for every 2 clan territories held, u receive a +1 bonus. the critical word is clan.

ian. :)


aah Yes, that is it.

OK, griff please change for every 2 clan territories held you receive a +1 bonus.
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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Mon Mar 15, 2010 8:23 pm

Changed. And will be out on next update.

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Re: Clandemonium-(V.37, P.42)

Postby iancanton on Wed Mar 17, 2010 4:16 am

below are some observations that i'll jot down here. none of them, on their own, necessarily break the gameplay.

thota and low are clearly the most advantageous starts, since their drop points can be defended by 2 stacks, each of which is adjacent to either a portal or a castle. thota and low are next to each other.

the legion player is probably in the worst position because his drop point can be defended by 3 stacks, but none are adjacent to either a portal or a castle, with only 4 regions included in the home area.

ian. :)
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Wed Mar 17, 2010 9:16 am

iancanton wrote:below are some observations that i'll jot down here. none of them, on their own, necessarily break the gameplay.


If that is the case, do you suggest we change it, or can this finally get moved to graphics workshop?
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Re: Clandemonium-(V.37, P.42)

Postby iancanton on Mon Mar 22, 2010 5:34 pm

u could reduce the number of thota regions and low regions by 1 each so that, in a build game, these clans receive 1 troop fewer every turn. however, the stamp will be valid even if u don't do this. onward and upward!

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ian. :)
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Tue Mar 23, 2010 9:13 am

iancanton wrote:u could reduce the number of thota regions and low regions by 1 each so that, in a build game, these clans receive 1 troop fewer every turn. however, the stamp will be valid even if u don't do this. onward and upward!

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ian. :)


thx a lot Ian for the stamp of approval =D>
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Re: Clandemonium

Postby Blitzaholic on Wed Mar 24, 2010 11:55 am

Coleman wrote:All of my complaints about the current map are graphical and thus do not suit this stage of development. The game-play seems proven (very similar to highly successful feudal maps; I must say that playing any feudal map 1v1 feels the most like playing chess of any map ever, very thought intensive, lots of strategy) so no complaints really there.

Really I can't come up with much until we are talking art. Then I probably have a list of 20+ things I don't particularly like, all of which are fixable.


ok Coleman, we in graphics now, let's here your suggestions my friend and thanks if you have the time. =D>
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Re: Clandemonium

Postby Blitzaholic on Thu Mar 25, 2010 4:27 pm

Dako wrote:Some graphic points (my opinion).

The top banner background looks like a dirty mess of blood and black stuff - what it supposed to represent?
Font look is bad - hard to read text.

Also, hard to read clan names on the map - somewhere font is too small.

Also, try to add some antialiasing (more) to the font and maybe change the font itself.

Drop points and portals icons look more like a part of background banner and not icons. Clan castle icon is somehow (why?) bigger that other icons. 2 icons have icon before the text, 1 icon has text before the icon - maybe try to sync it together?

You need to align "map notes' (top right corner) somehow. It should at least start (maybe) from the same vertical and be aligned to the left (central alignment is good only for busyness cards or small frame space). Maybe try to change the color to be more distinctive against background. Also, try to enter it without Caps Lock - it should look better. This is not a header to be capitalized but rather text. And text should not be all capitals.

There should be a space between hyphen and the text itself.

Terr numbers (01 and so on) are hard to read on the lighter background. Maybe change the numbers color or add some bordering (or increase type size).

It is all for now, maybe I will add more later if I see something else.


we can look into this, thx dako
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Re: Clandemonium-(V.37, P.42)

Postby ManBungalow on Sun Mar 28, 2010 8:45 am

My primary concern about this is that it will be immensely difficult to read/play when it is reduced to small map size. The Legion, THOTA and Angels of Death kingdoms/areas in particular will suffer when reduced. In contrast, the regions on the left half of the map are huge.
It could take a long time to reorganise all of those regions/borders/landscape but I think it's something which has to be done if this map is ever going to be quenched.

Oh, and I'm not a big fan of the landscape around this river:-
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I just think the banks of the rivers (non-playable territory) should be a different colour.
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Sun Mar 28, 2010 2:48 pm

ManBungalow wrote:My primary concern about this is that it will be immensely difficult to read/play when it is reduced to small map size. The Legion, THOTA and Angels of Death kingdoms/areas in particular will suffer when reduced. In contrast, the regions on the left half of the map are huge.
It could take a long time to reorganise all of those regions/borders/landscape but I think it's something which has to be done if this map is ever going to be quenched.

Oh, and I'm not a big fan of the landscape around this river:-
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I just think the banks of the rivers (non-playable territory) should be a different colour.


great post ManBungalow, that makes sense, we will look into this. Anything else?
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Sun Mar 28, 2010 4:22 pm

griff, can you post the latest and newest map here so all can view. Thx
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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Sun Mar 28, 2010 9:16 pm

Yeah, I too agree with what ManB said. And like he said, it will take a while to reorganize all the lands to make them all a little bigger. Ill try to get on this ASAP, but life has been a little crazy lately, so not on CC as much anymore.

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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Tue Mar 30, 2010 4:09 am

Just so all know. I have been talking with Blitz and have decided to step down from doing the graphics on this map, and porkenbeans will be stepping up in my place and if this map ever does quench pork will be getting the medal, not me. We have hopes that pork can take the graphics of this map to a new level and his input will better off this map. I will still be following and giving my input as needed.

porkenbeans has asked for a few days to get a new graphic update of this map out, he will be aiming to make terts bigger and more even. Thanks for your patience

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Re: Clandemonium-(V.37, P.42)

Postby fumandomuerte on Wed Mar 31, 2010 4:07 pm

What's the current status about the gameplay?

EDIT: oops, sorry, just saw the stamp =P
Good luck porkens!
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Re: Clandemonium-(V.37, P.42)

Postby fumandomuerte on Wed Mar 31, 2010 4:18 pm

Sorry for the double post.
@porkens: could you pursuit grapchics like this?
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Re: Clandemonium-(V.37, P.42)

Postby Blitzaholic on Fri Apr 02, 2010 8:43 am

iancanton wrote:u could reduce the number of thota regions and low regions by 1 each so that, in a build game, these clans receive 1 troop fewer every turn. however, the stamp will be valid even if u don't do this. onward and upward!

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ian. :)


posted game play approval onto 1st post.




fumandomuerte wrote:What's the current status about the gameplay?

EDIT: oops, sorry, just saw the stamp =P
Good luck porkens!



sorry to see you go griff and thx porken for taking over. =D>
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Re: Clandemonium-(V.37, P.42)

Postby hiddendragon on Sat Apr 03, 2010 2:17 pm

I can't wait till this hits beta. I'm just about ready to pee myself :sick:
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Re: Clandemonium-(V.37, P.42)

Postby porkenbeans on Sun Apr 04, 2010 5:37 pm

Hello yall,
After a few days of contemplation, I have started to work on this map. I think that manbung. has hit on the biggest problem. There are so many small territs, and they will be too small on the small version. I think that a reduction in territs may need to occur. I have done three things first, before we go down that rode though.

1.) I have enlarged the map from 800x800 to 840x800.

2.) I have nixed the mountain and woods impasses, and just made them all rivers.

3.) I have reduced the size of the legend.


These changes have made it possible to enlarge the territs. Hope to have something posted soon. ;)
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Re: Clandemonium-(V.37, P.42)

Postby grifftron on Sun Apr 04, 2010 9:05 pm

excited to see what you got porken. Sounds like it will be nice. :D

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Re: Clandemonium-(V.37, P.42)

Postby porkenbeans on Mon Apr 05, 2010 1:52 am

OK, so here is what I've got so far. Just trying to get the basic shape down. I did NOT draw any territs in yet. I wanted to give yall a chance to decide exactly where you want to go with that. The old boundaries are lightly overlaid, and stretched somewhat.

I strongly recommend that the territ count be reduced by 20% or so. This will allow for the required room for extra graphics, such as, Castles, roads, trees, ...etc.

However you decide, I will wait for you to supply me with a rough border layer, and feedback on the style of graphics that this example illustrates. 8-)
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