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Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 2:28 am
by lzrman
Next stage you mean, do up the XML and see what it looks like with the numbers. Instead of the clipart??

Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 2:30 am
by laci_mae
I like the added depth to the territories. The legend is improved. You still have plenty of room up there. So, you might consider doubling (at least) the width of the color swatches in the legend. Also, going with a neutral color would help those color swatches stand out more.

LMR

Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 4:24 pm
by barterer2002
I find the terts a little bland at this point. I know you've tried the creepy clip art route and that didn't seem to please people. Still I'd like to see some color variation within the terts. I'm not sure if it works better with shading or with marbling or if there is another method that will work even better but something to break up the monotony seems required.

Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 7:26 pm
by a.sub
what if you used a combo of textures?

Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 8:16 pm
by lzrman
a.sub wrote:what if you used a combo of textures?


Like say Furniture has a waving texture, while Electronics has a jagged texture? and ladies has a sparkle to it?

Re: Conquer Mart! - [V16]

Posted: Tue Feb 17, 2009 8:35 pm
by a.sub
lzrman wrote:
a.sub wrote:what if you used a combo of textures?


Like say Furniture has a waving texture, while Electronics has a jagged texture? and ladies has a sparkle to it?


Bingo!

Re: Conquer Mart! - [V16]

Posted: Wed Feb 18, 2009 10:07 pm
by Barry Zuckerkorn
I am a little concerned about the building code situation we are bound to run into regarding this floor plan. I spoke with the fire marshall, and he said that a building of this size would have a maximum occupancy of 95 thousand and would require at least 7 emergency exits. As he put it -- "What happens if a fire breaks out in the jewelry department? You got yourself a serious situation there."

I dunno. I'll work with him a little to see if we can get that number knocked down a little...

Re: Conquer Mart! - [V16]

Posted: Wed Feb 18, 2009 11:00 pm
by laci_mae
Barry Zuckerkorn wrote:I am a little concerned about the building code situation we are bound to run into regarding this floor plan. I spoke with the fire marshall, and he said that a building of this size would have a maximum occupancy of 95 thousand and would require at least 7 emergency exits. As he put it -- "What happens if a fire breaks out in the jewelry department? You got yourself a serious situation there."

I dunno. I'll work with him a little to see if we can get that number knocked down a little...


Cute. :P

In all seriousness, you really need something to create unique game play. You might consider cutting down on the size & number of departments to build an employees only area. This might be storage, a lounge, loading dock, or security monitoring. Maybe bombardments would be appropriate or a way to attack any department (like Wicked on the Halloween map).

Best,
Laci

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 12:12 am
by lzrman
- Fire Exits
- Staff Area
- Loading Dock
- Security Monitoring

hmmm....... I am maxed out at 800 width, and the map is huge....... see what I can do........ I could make a smaller legend and sack the logo for a smaller linear one hmmm gonna have to do the thinking on this.......

could also make places that have small clearance labels


Save!

Clearance!

Deal! ?


Thoughts?


I think instead of adding more territories we could try the Save, Clearance or Deal small little "Tags" ? and match places

Deal on Microwaves and a Matched Deal on Luggage would get you say +1 ? Match any Orange Deal Tags and get +1 ?

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 1:37 am
by a.sub
actually i disagree, i think simple game-play is much better, imo

but if you wanted special game play you could try something completely new. Make it so that the bonuses are worth less (say 1-4) and make it so that you get +1 troop per territory earned. That way the game play is more cut throat who can get the most territory as fast as possible for the extra boost.

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 2:59 pm
by laci_mae
Along the lines of my earlier thought, you could just add a manager's office behind the customer service desk. Make the logo slightly smaller and move it up. Shrink the legend just a little to prevent crowding. The manager's office could have some special power.

LMR

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 7:04 pm
by lzrman
Interesting, what does everyone else think of "Special Manager's Office" :K

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 7:34 pm
by a.sub
i dont like the manager having special powers
especially since it would be a one way route to him

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 8:21 pm
by lzrman
Perhaps in stead of a Special Manager we could put him directly in the middle of the store and have it connect to everyone!

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 8:23 pm
by the.killing.44
lzrman wrote:Perhaps in stead of a Special Manager we could put him directly in the middle of the store and have it connect to everyone!

bit much, dontcha think?

.44

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 8:51 pm
by lzrman
Ya, ill work on the different bevels and go from there

Re: Conquer Mart! - [V16]

Posted: Thu Feb 19, 2009 11:24 pm
by a.sub
i still say as is
so i think we r in for a poll
  • leave as is
  • add manager with some special power

Re: Conquer Mart! - [V16]

Posted: Fri Feb 20, 2009 2:14 am
by lzrman
I concur with leaving it how it is.

Re: Conquer Mart! - [V16]

Posted: Fri Feb 20, 2009 7:16 am
by riodeishere
seems like a cool map , i'll be happy to test (if or when) it's finnaly made. this map looks like it would be good on terminator or assaination.

Re: Conquer Mart! - [V16]

Posted: Fri Feb 20, 2009 11:17 am
by a.sub
riodeishere wrote:seems like a cool map , i'll be happy to test (if or when) it's finnaly made. this map looks like it would be good on terminator or assaination.

QFT

Re: Conquer Mart! - [V16]

Posted: Fri Feb 20, 2009 3:50 pm
by laci_mae
lzrman wrote:I concur with leaving it how it is.


It's your map dude. I was just trying to come up with something to make it unique.

We should get several viable ideas before starting a poll or deciding it will be as is. I was just trying to get the ball rolling. I'm not sure that any of the ideas discussed this far would qualify.

LMR

Re: Conquer Mart! - [V16]

Posted: Fri Feb 20, 2009 5:32 pm
by lzrman
While I work on the design of the map, I would like to discuss the Game Play.

Assassin = in a Conquer mart would be interesting as we would be going after a specific player in the map. You could also picture it as a disgruntled employee going after another employee and trying to take there department and end up killing them off.

Terminator = I have never play'd this so I would not know how this senario would go.

Basic game play = Secure all the territories to win.



Do any of you see any possible ways to corner a player that we should add additional routes of attack to have this individual more le way to get out.

Re: Conquer Mart! - [V16]

Posted: Sat Feb 28, 2009 12:34 am
by rjz115dude
Great idea for a map btw but I don't see anything that sticks out on this map that could make it noteworthy and worthy of the cc standard that has been acheived by past maps. I dont think this map has a future unless it has real improvemnt by (adding more colors, adding different lighting and shadowing, make it truly original). This map reminds me of city mogul right now in it's layout, and i think you have to do more than that to get on cc.

Re: Conquer Mart! - [V16]

Posted: Sat Feb 28, 2009 12:38 am
by the.killing.44
This should make the key much better. Take the images and just put em, with a glow of the color around the text … just find one for pink and the blues.

.44

Re: Conquer Mart! - [V17]

Posted: Sun Mar 01, 2009 2:33 am
by lzrman
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart17.jpg[/bigimg]

Update: March 1st 2009
- Bonus Legend (Re-worked it)

I tried the wavy, and it doesn't float to well with the simplicity of the map........ its more distracting.