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Posted: Sun Aug 12, 2007 3:20 pm
by gimil
MR. Nate wrote:mibi wrote:personally, I think that sacrificing quality of all for the convenience of few is quite short sighted to begin with.
Why do so many people think that it's acceptable to simply say "no" when mods ask them to do something, because their personal opinion differs? It seems to me that the rules are there, and no negotiable. You can obey them, and thus have your map accepted, or refuse, and NOT get your map accepted.
I think what I'm trying to say is: SUCK IT UP, CUPCAKE
Developmental maps will be discussed in length in the various Foundry forums, in their respective topics. Cartographers must be open to any advice and suggestions. Be sure that if you do not implement said advice you must have logical reason for doing so. This rebuttal must be stated either by you, or argued by another Foundry poster who sees the drawbacks or shortcomings in said advice. There will be no rebuttals of ‘It’s my map, let me do it my way.’ Waiting for feedback on your map is the one of the most important parts of development.
id pretty much class this as logical rebuttal:
mibi wrote:personally, I think that sacrificing quality of all for the convenience of few is quite short sighted to begin with.
He also didn't say no. try to consider what your saying before you go and try and ruin another map.
Posted: Sun Aug 12, 2007 3:24 pm
by AndyDufresne
Unfortunately as of this moment, the logical rebuttal doesn't work in this case as it is stated that
How To Make A Map wrote:You must design two versions of the map: a small (up to 600 px wide), and a large (up to 800 px wide).
Lack, I, and a number of others will discuss it all, and we'll see what conclusion we come to.
--Andy
Posted: Sun Aug 12, 2007 3:26 pm
by gimil
AndyDufresne wrote:Unfortunately as of this moment, the logical rebuttal doesn't work in this case as it is stated that
How To Make A Map wrote:You must design two versions of the map: a small (up to 600 px wide), and a large (up to 800 px wide).
Lack, I, and a number of others will discuss it all, and we'll see what conclusion we come to.
--Andy
well the problem is your guideline is suppress the creativity of some people.
Posted: Sun Aug 12, 2007 4:24 pm
by mibi
AndyDufresne wrote:Unfortunately as of this moment, the logical rebuttal doesn't work in this case as it is stated that
How To Make A Map wrote:You must design two versions of the map: a small (up to 600 px wide), and a large (up to 800 px wide).
Lack, I, and a number of others will discuss it all, and we'll see what conclusion we come to.
--Andy
I can adhere to the large map requirements but the small map will be difficult. And by difficult i mean it will look like shit with the inmate circles entirely filling the cell blocks and such.
I think the size limits ultimately limit the creativity of the maps themselves as players seek out to expand beyond the norm with larger maps and more territories. Espeically with the new xml rules map makers are trying to accommodate the expanded interest with innovated and large maps, but end up smashing into this brick wall of a size limit.
There are many maps i wont play because I don't like the gameplay, the graphics etc. The bottom line is I get to make that choice, not to play a map. I think size should be among those categories, if I don't like larger maps or 'scrollers' I should be able to choose not to play them, but I wouldn't want to deprive others of the right to.
This issue of size is not going to go quietly away and will only get worse as players demand more from their CC experience. As they say, you either move with the times or the times move you.
Posted: Sun Aug 12, 2007 4:59 pm
by MR. Nate
gimil wrote:well the problem is your guideline is suppress the creativity of some people.
Or perhaps the problem is that the people choose not use said creativity to resolve the issues, but to dream up reasons they should be exempt from the guidelines.
Posted: Sun Aug 12, 2007 7:37 pm
by t.e.c
mibi wrote:t.e.c wrote:t.e.c wrote:Yakuza
Big Kiko
Asako
i still think you should change these names
Asako and Yakuza have been changed.. Big Kiko stays.
fair enough, i didn't realise it was a coed prison

Posted: Sun Aug 12, 2007 8:03 pm
by KEYOGI
[Official] How to Make a Map:
You must design two versions of the map: a small (up to 600 px wide), and a large (up to 800 px wide). Height is flexible, but it is recommended that you do not exceed 350 px on small maps and 600 px on large maps so that users will not need to scroll down to attack. Height must not be any greater than 600px on small maps and 800px on large maps.
I think people have been lucky enough as it is to get an extra 250px pixels on the recommended small map height. People are even being allowed to go beyond the specific width requirements.
Just keep in mind the following statistic kindly provided by Lack.
lackattack wrote:The reason we have guidelines on map sizes is to support resolutions of 1024x768 and up without having to scroll horizontally. Granted small is the default, but only 12% of members that made it past new recruit have their map size set to large.
We're doing everything we can to keep the cartographers and the community happy. People seem to think that those in the foundry speak for everybody on the site, when in truth it would only be a very small percentage.
The guidelines have been recently updated to include an absolute maximum height for small and large maps. The width should still be 600px and 800px, but we're being flexible on that for maps that need it. Still, no small map should be wider than 630px, and no large map wider than 840px. The guidelines are there for a reason and should be taken into consideration when making a map.
Things are being discussed however. If you have a map that won't meet current guidelines, the only thing I can suggest is to put the map in Vacation until the site has been updated to cater for whatever it is you need that's holding the map back.
Posted: Sun Aug 12, 2007 10:52 pm
by Coleman
t.e.c wrote:mibi wrote:t.e.c wrote:t.e.c wrote:Yakuza
Big Kiko
Asako
i still think you should change these names
Asako and Yakuza have been changed.. Big Kiko stays.
fair enough, i didn't realise it was a coed prison

Big Kiko is a nickname. Okay Sally?

Posted: Sun Aug 12, 2007 11:49 pm
by mibi
t.e.c wrote:mibi wrote:t.e.c wrote:t.e.c wrote:Yakuza
Big Kiko
Asako
i still think you should change these names
Asako and Yakuza have been changed.. Big Kiko stays.
fair enough, i didn't realise it was a coed prison

well perhaps big kiko is someones bitch.
also, google says big kiko is a man
http://profile.myspace.com/index.cfm?fu ... =120744086
Posted: Sun Aug 12, 2007 11:50 pm
by mibi
next page

Posted: Sun Aug 12, 2007 11:59 pm
by mibi
Update,
Changes:
1.Large map is now 810x720 and should conform to size rules. the army circles have an inner space of 18px which is tight. meaning they cant get anysmall, meaning for the small map they will be bursting out of the cells at 640px wide. oh well, those with outdated screen resolutions can't be bothered to click a scroll bar so they will have to deal with the sub-par graphics.
2. guards now have sheild shapes as per kenedrex's sugestion.
3. guard area now has a different tile and also names instead of letters.
4. movement instructions added.

Posted: Mon Aug 13, 2007 8:53 am
by tim02
ok I get it
like the new updates
but what will players start out as and what will be neutral?
Posted: Mon Aug 13, 2007 9:00 am
by Coleman
tim02 wrote:ok I get it
like the new updates
but what will players start out as and what will be neutral?
My understanding is that all the guards and the gas chamber will be neutral to start. The Hole and Weapons and gang members will not be. I may be wrong as mibi and I haven't really talked much lately.
Posted: Mon Aug 13, 2007 9:11 am
by yeti_c
Minor - but your legend still has circles for guards...
C.
Posted: Mon Aug 13, 2007 9:20 am
by Kaplowitz
Big Kiko looks strange, the font has white stuff around it.
Posted: Mon Aug 13, 2007 9:22 am
by MR. Nate
mibi wrote: guards now have sheild shapes
VERY nice.
Posted: Mon Aug 13, 2007 9:28 am
by unriggable
First off, this update is SICK. Second of all, the army circles look a bit too cartooney compared to the rest of the map, do you think you can make is a bit darker?
Posted: Mon Aug 13, 2007 9:42 am
by yeti_c
Kaplowitz wrote:Big Kiko looks strange, the font has white stuff around it.
Mibi got a bit excited when he was drawing him!?!!?!
C.
Posted: Mon Aug 13, 2007 10:49 am
by t.e.c
maybe in the states

but im sure he's someone's bitch somewhere.
Posted: Mon Aug 13, 2007 1:14 pm
by Coleman
unriggable wrote:First off, this update is SICK. Second of all, the army circles look a bit too cartooney compared to the rest of the map, do you think you can make is a bit darker?
First off, I'm not disagreeing with you. However, gangs tend to like flashy clashing colors. They help distinguish who belongs with who easier, and they throw a bit more of the don't mess with us vibe.
If mibi wants to create an alternate darker version I'd be interested in seeing what seems better, although I like that the playable area stands out from the background art.
To mibi: I had a play test, but not with my usual group, under the assumption guards, rooms, and weapons were neutral 3 and the gas chamber was neutral 6 and everything else was divided up.
There is a tendency here to ignore the middle at first and try to get as many cell blocks as you can, then to finally start attacking the guards to get more cell blocks and using the guards to decrease borders. Once enough of the guards are held by people it became a race for the warden.
Once someone had the warden it was trying to keep the gas chamber away from that person. By this point each player had most of a gang and the player with the warden also had a gang and most of the new fish and was dominating, that person eventually won.
I could see this going another way where nobody ever tries to go for the warden. But usually (I think) when you have a lot of guards and aren't getting anything for it the Warden becomes desirable.
No one ever wanted the hole, and those that were stuck with some of it tended to place a higher priority on weapons. There never seemed to be a reason to take most of the whole until the end when people wanted to complete their gangs or eliminate other players.
Anyway, just some fyi stuff. I didn't mind game play turning out that way. Seems to follow how a riot would go, getting a united group of prisoners first, then going after the guards, and then getting control for yourself.
Posted: Mon Aug 13, 2007 2:02 pm
by DiM
1st thing. i hate the size regulations but since we have to obey i have a problem with the small size image. i resized it to 630*600 and i gotta say it looks like crap. the army circles would be too damn small to fit the cells, the names will either be impossible to read or if they are increased to the proper size some won't fit and the overall aspect will be a flood of text.
2nd. what are the names for the white circles at the entrances to cell blocks
3rd. the small explanation at the bottom is kinda confusing. players can attack anyone in the same room or adjacent room. what do you mean adjacent room? because let's look at the bottom right corner, can luis attack gary? they are in adjacent rooms...
4th and last. the font. R resembles too much with A
Posted: Mon Aug 13, 2007 2:12 pm
by Coleman
DiM wrote:3rd. the small explanation at the bottom is kinda confusing. players can attack anyone in the same room or adjacent room. what do you mean adjacent room? because let's look at the bottom right corner, can luis attack gary? they are in adjacent rooms...
I agree here, maybe we should say connected rooms.
Posted: Mon Aug 13, 2007 2:50 pm
by unriggable
I'm a little concernicus about holding the bottom left part and only having to defend from one 'country'. Maybe make a second or third guard in that room.
Posted: Mon Aug 13, 2007 4:27 pm
by MR. Nate
It's pretty much the same for each cell block: 1 entrance. The thing is, even if you've got that, and you control your one entrance, and everything behind it, you're not getting a big bonus because you don't have a gang. The challenging part of this map is that even though sections are easy to hold, holding sections won't get you a win.
NICE
Posted: Mon Aug 13, 2007 5:44 pm
by Keredrex
Looking Good... But i still think the Outside Background Should Be Much Lighter... I imagine this prison out in the middle of Nevada or Arizona... Desolate... Nothing but Desert around wich would make everything outside the prison walls a SAND Texture maybe some Rocky Sandstone like texture with a few patches of the texture you used in the Center Yard... It would help reading the names