Conquer Club

Clandemonium [GP,GX,XML,BETA]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Clandemonium

Postby grifftron on Thu Feb 25, 2010 7:56 pm

Maybe the color coding is not clear on the portals, but each clans portal connects with clans on their left and right, so each clan can attack clans on their left or attack NM land by portal, or they could attack castles to get into neighboring clans. Thats how i understand we have it now? let me know if this changes Blitz

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

Re: Clandemonium

Postby Bruceswar on Mon Mar 01, 2010 6:24 am

Can we have this as our clan logo?


Image
Highest Rank: 26 Highest Score: 3480
Image
User avatar
Corporal Bruceswar
 
Posts: 9713
Joined: Sun Dec 23, 2007 12:36 am
Location: Cow Pastures

Re: Clandemonium

Postby iancanton on Wed Mar 03, 2010 3:41 am

an excellent concept. there has so far been massive interest in this map.

Blitzaholic wrote:
natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...


drop points can only bombard their clan territories that are NOT adjacent lands.

i agree with natty's sentiments: i dislike the feudal-style bombardment too. making it so easy for players to stack on their drop points while doing nothing but bombard single neutrals within their clan's home zone encourages build games too much. the pinnacle is not yet attractive enough in multiplayer games to reduce this strategy significantly.

the thota player has a significant advantage because he can stack right next to his portal on thota 04, simultaneously guarding his drop point. no other player can do this. u must offset this imbalance somewhat, perhaps by letting thota have only 12 clan regions instead of 15.

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2443
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Clandemonium

Postby Blitzaholic on Wed Mar 03, 2010 10:54 am

iancanton wrote:
Blitzaholic wrote:
natty_dread wrote:Aaagh, you added the feudal style bombardment from drop points... me no like. I can foresee stacking on the drop point, bombarding neutrals for cards...


drop points can only bombard their clan territories that are NOT adjacent lands.

i agree with natty's sentiments: i dislike the feudal-style bombardment too. making it so easy for players to stack on their drop points while doing nothing but bombard single neutrals within their clan's home zone encourages build games too much. the pinnacle is not yet attractive enough in multiplayer games to reduce this strategy significantly.

the thota player has a significant advantage because he can stack right next to his portal on thota 04, simultaneously guarding his drop point. no other player can do this. u must offset this imbalance somewhat, perhaps by letting thota have only 12 clan regions instead of 15.

ian. :)


ok griff, make it so there is NO bombardment style. I do not think the 12 regions instead of 15 helps off set it? maybe, moving another thota land around so there is one right beside thota 04, this way you have to go thru 2 territories like all others, sound ok?


iancanton wrote:an excellent concept. there has so far been massive interest in this map. ian. :)



thank you very much, we spent many exhaustive hours on this, nice to hear some positive things, thank you ian. =D>
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

Re: Clandemonium

Postby grifftron on Thu Mar 04, 2010 7:53 am

Just to make this clear, the whole colored portal thing will probably change to something that is easier and more clear, all these represent is that you can attack your neighbors portal and the red portals on No Mans Land, while the Red portals on NM land can only attack Red portals on NM land...

Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.

Click image to enlarge.
image

http://farm3.static.flickr.com/2714/440 ... 9b63_o.jpg

hope you enjoy

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

Re: Clandemonium

Postby natty dread on Thu Mar 04, 2010 10:04 am

Yeah, even though it was my idea, I now think that the dual colour portal system doesn't work.

Perhaps it would be sufficient just to note in the legend that "white portals can attack red portals and white portals of adjacent clans"?

Else you could draw lines between them, with low opacity... but that could make the map look messy... hmm :-k
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

Re: Clandemonium

Postby Beckytheblondie on Thu Mar 04, 2010 10:17 am

Dako wrote: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.



cairswk wrote:Your main map font is also hard to read first off.


I strongly believe that the font musst be changed. The font alone is a reason I wouldn't enjoy looking at or playing on this map, IMHO.
2011-11-07 14:19:43 - StinknLincoln: whoa, what happened?
2011-11-07 14:19:50 - Beckytheblondie: Becky happened
Image
User avatar
Lieutenant Beckytheblondie
 
Posts: 970
Joined: Tue Jun 03, 2008 3:38 pm
Location: Where ♄ Miracles ♄ Happen ◕‿◕

Re: Clandemonium

Postby Beckytheblondie on Thu Mar 04, 2010 10:28 am

Note** I just saw this:

natty_dread wrote:Well, to me it doesn't make much sense to let nml portals attack each other, as they're so close to each other anyway...

Dako wrote:Some graphic points (my opinion).


this is gameplay workshop... please wait until the map gets moved up, we don't want the mapmakers to get distracted. :)


Sorry!

I don't know where to keep my suggestions until the proper time, so I'll just post them anyway.

Font:
I don't believe Clan names on the drop points on the map should be italic or serif. I suppose the white color is fine, but the clan castles in bold black are much more clear and easier on the eyes.

No Man's Land- I believe you've chosen the wrong color to label that on the map. My personal opinion, and this is just aesthetics, is that it should be of greater contrast and that it should text wrap a bit around the pinnacle, think around the slope of the apex.

Your fonts on top are weak ones. You can choose a font to make the keys stand out. That CAPS ITALIC font where it reads "Automatically deployed Bonuses" is just bad. You can use a serif up here if you'd like to give it some adornment, but it is unnecessary. A clear type will be best. White works.

No Man's Land uses an apostrophe in the word "Man's" - it's possessive.

That free-floating words "bonus" and "portals" are sticking out at me- bothers me- try to get those on one line

Clan Becky should be on this map.
2011-11-07 14:19:43 - StinknLincoln: whoa, what happened?
2011-11-07 14:19:50 - Beckytheblondie: Becky happened
Image
User avatar
Lieutenant Beckytheblondie
 
Posts: 970
Joined: Tue Jun 03, 2008 3:38 pm
Location: Where ♄ Miracles ♄ Happen ◕‿◕

Re: Clandemonium

Postby grifftron on Thu Mar 04, 2010 9:15 pm

Ok Becky. I will change the text. Funny how detailed someone can get about just the text. It must really suck! :lol: But thanks for the comments, i will see what i can do, that is all except CB being on the map ;)

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

Re: Clandemonium

Postby Blitzaholic on Sat Mar 06, 2010 11:05 am

Bruceswar wrote:Can we have this as our clan logo?


Image


I don't see why not, although looks a little scary. :lol:
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

Re: Clandemonium

Postby Natascha on Sat Mar 06, 2010 4:26 pm

How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.

I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.

how are you going?

greetz,
Leia
FBI = Fabulous Body Inside
Sergeant Natascha
 
Posts: 899
Joined: Fri Feb 02, 2007 4:10 pm

Re: Clandemonium

Postby Blitzaholic on Sat Mar 06, 2010 4:30 pm

Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.

I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.

how are you going?

greetz,
Leia



thx Natascha, well, we changed the bombardments component which I was not a fan of, but, did, since many thought that was better game play and adjusted Thota 04, so, we just waiting to get moved to graphics, if we get moved to graphics and pass, then we move into beta. That still is a long time away.
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

Re: Clandemonium

Postby Natascha on Sat Mar 06, 2010 4:39 pm

Blitzaholic wrote:
Natascha wrote:How is it going? I know map making cost a lot of time, I am trying too with a friend but only make a rough picture is already headaching difficult if you are not used to it & think of all settings, colors & ideas.

I hope this map clandemonium is in Beta soon, looking forward, still great idea & great map.

how are you going?

greetz,
Leia



thx Natascha, well, we changed the bombardments component which I was not a fan of, but, did, since many thought that was better game play and adjusted Thota 04, so, we just waiting to get moved to graphics, if we get moved to graphics and pass, then we move into beta. That still is a long time away.


Depends bombardments or not, different kind of playing the game on map, but that is up to community to respond.

I am a very very very noob in map making, but I am trying with a friend (nothing posted yet, as we only have some rough paintings on the white wall in my house :? )
Not watching tv in the evenings but to a (may be) new map in cc. But it is hard to find a good map, ideas, settings etc. & then all the stuff like programming & xml (my friend will do that part) & graphics are coming later. colours, size, does the map give equal chances etc.....
Hell of of a job but nice to think about all this..

Anyway, still looking forward, so far map clandemonium looks good!

cheers dumpling,
Leia
FBI = Fabulous Body Inside
Sergeant Natascha
 
Posts: 899
Joined: Fri Feb 02, 2007 4:10 pm

Re: Clandemonium

Postby iancanton on Sun Mar 07, 2010 5:31 pm

grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.

this is much better!

just so we are clear on what the bonuses mean: if i hold low drop point plus the other 14 low clan regions, aoc castle, 3 thota clan regions and a no-man's land portal, then my total deployment is the usual 6 for holding 20 regions, +10 bonus for 20 regions, +2 bonus for a no-man's land region, +3 autodeploy on low drop point and +3 autodeploy on aoc castle, making 18 standard troops plus 6 autodeploy, am i right?

can u show the number of neutrals on part of the map? it doesn't have to be every region; just enough so that we know what's on the pinnacle, each type of portal, each castle, each standard no-man's land region and each standard clan region.

ian. :)
Image
User avatar
Brigadier iancanton
Foundry Foreman
Foundry Foreman
 
Posts: 2443
Joined: Fri Jun 01, 2007 5:40 am
Location: europe

Re: Clandemonium

Postby grifftron on Sun Mar 07, 2010 8:41 pm

The Neutrals will be the same as this PAST version I believe. Lets get an OK from Blitz first and I will make proper changes on the new version

Click image to enlarge.
image


-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

Re: Clandemonium

Postby Blitzaholic on Mon Mar 08, 2010 11:50 am

iancanton wrote:
grifftron wrote:Changed THOTA's boarder problem... let me know if that works and evens out the board more... and i took bombardments off like people wanted. Drop points can NO longer bombard there own territories.


this is much better!

just so we are clear on what the bonuses mean: if i hold low drop point plus the other 14 low clan regions, aoc castle, 3 thota clan regions and a no-man's land portal, then my total deployment is the usual 6 for holding 20 regions, +10 bonus for 20 regions, +2 bonus for a no-man's land region, +3 autodeploy on low drop point and +3 autodeploy on aoc castle, making 18 standard troops plus 6 autodeploy, am i right?

can u show the number of neutrals on part of the map? it doesn't have to be every region; just enough so that we know what's on the pinnacle, each type of portal, each castle, each standard no-man's land region and each standard clan region.

ian. :)


if you hold a Low drop point and 14 Low clan regions (that is 15 total low lands) which is +7 to deploy as it is +1 for every and any 2 clan lands owned, Aoc castle is auto +3 on that castle only, 3 thota clan lands is +2 to deploy as every and any 2 clan lands held is +1 bonus, one no mans land territory is +2, not auto deploy. so, in your example you have 20 lands owned. So, yes, you would get 6 auto deploy in this example (+3 for Low starting point and +3 for AoC castle). So, in your example you would get +11 to deploy standard troops plus 20 lands for another +6, so I think if I am reading this right, I think from your example you would get +17 to deploy wherever you want, and auto-deploy of 6. Below is what was posted on 1st page, I hope I am reading this correctly.


As for the map itself, their is 10 main landing auto deploy points which would be the 10 main clans we have to start with from JPcloet's ladder rankings. The rest will be neutrals, some castles would have more neutrals (7) and the next 10 clans in line would get there clan name on them, at least your clan may be represented on the map even though you may not have a starting point, you would have a bonus area. Also the clan portals can only attack adjacent clan portals and No Mans Land portals and go into other lands. As for No Mans Land and Pinnacle I think its pretty clear on the Key what those will be, and of course like the key says the bonus would be +1 for every 2 clan territories you own from any clan region, and +3 for castles, this would replace continent bonus's. Also, if you own 3 portals +2, 4 portals +4, 5 portals +6, 6 portals +8, 7 portals +10, etc. Note also, +2 for every one no mans land territory owned. All clan portals can attack No Mans Land portals and clan portals can also attack other clan portals ONLY adjacent to them with same color, this means No Mans Land portals cannot attack clan portals.

Finally, the key should read: for any 2 clan territories held is +1.

This of course if most agree with this. I will remain open if others have better suggestions.
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

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

Postby Blitzaholic on Tue Mar 09, 2010 3:28 pm

so seems we were only 1 off in total armies, trying to figure out where.
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

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

Postby grifftron on Wed Mar 10, 2010 8:28 am

Click image to enlarge.
image

http://farm5.static.flickr.com/4007/442 ... 934f_o.jpg

New map with neutrals on part of the map for all to see. Also changed the text, more readable? hope so.

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

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

Postby Evil DIMwit on Wed Mar 10, 2010 1:58 pm

I think, for each castle, you should make sure that on either side there is an equal number of territories bounding it. For example, at NEM, there are two territories on one side and one on the other, which means whoever's on the LOW side has a defensive advantage in that they don't need to divide their defensive forces.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

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

Postby jefjef on Wed Mar 10, 2010 2:42 pm

Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.
This post was made by jefjef who should be on your ignore list.
Image
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
User avatar
Colonel jefjef
 
Posts: 6026
Joined: Mon Feb 23, 2009 8:41 pm
Location: on my ass

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

Postby Evil DIMwit on Wed Mar 10, 2010 5:22 pm

jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.

True. You do have to make a small map, after all.
ImageImage
User avatar
Captain Evil DIMwit
 
Posts: 1616
Joined: Thu Mar 22, 2007 1:47 pm
Location: Philadelphia, NJ

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

Postby grifftron on Thu Mar 11, 2010 4:48 am

Evil DIMwit wrote:I think, for each castle, you should make sure that on either side there is an equal number of territories bounding it. For example, at NEM, there are two territories on one side and one on the other, which means whoever's on the LOW side has a defensive advantage in that they don't need to divide their defensive forces.


Done. All castles should now be surrounded by 2 terts on each side, neighboring 4 terts all together.

Click image to enlarge.
image

http://farm5.static.flickr.com/4010/442 ... 456e_o.jpg

Evil DIMwit wrote:
jefjef wrote:Gotta watch the smallness of some of your terts. Gonna have army circle issues in several of them.

True. You do have to make a small map, after all.


Can i get some examples of which terts are too small for the digis? I was just thinking of how small "the hive" map is and somehow that works, didn't realize mine were even smaller? please let me know which terts are too small so i can work on making them larger. That would be appreciated.

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

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

Postby natty dread on Thu Mar 11, 2010 4:55 am

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.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

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

Postby grifftron on Thu Mar 11, 2010 8:57 am

OK here is another update with nattys supersized digis. they would be 33% bigger in height and width then the original 888's... 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 :?

So I just put the 888's in the questionable terts. Let me know what you guys think

***Remember, these are NOT normal sized 888's... normal sized ones would fit in these terts with no problem***

Click image to enlarge.
image

http://farm3.static.flickr.com/2721/442 ... faf3_o.jpg

edit: And I did expand or change most of the boarders to get these digis to fit.

-griff
Image
User avatar
Major grifftron
SoC Training Adviser
 
Posts: 3280
Joined: Thu Jul 09, 2009 6:11 am

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

Postby natty dread on Thu Mar 11, 2010 9:14 am

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.
Image
User avatar
Sergeant 1st Class natty dread
 
Posts: 12877
Joined: Fri Feb 08, 2008 8:58 pm
Location: just plain fucked

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users