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Posted: Sun Aug 19, 2007 10:38 pm
by mibi
Coleman wrote:Black Guerilla was the first, but in my only play test I think we had 3 in all the neutral spots.
For most of the game until one player started dominating. The 10 member bonus was the most common.
so could people not get the 13 for 13 due to bonus breaking? i'd iagine bonus breaking would be pretty easy, especially in the yard.
Posted: Sun Aug 19, 2007 10:41 pm
by hulmey
well that was my point about ur other map D-Day

Posted: Mon Aug 20, 2007 8:42 am
by mibi
hulmey wrote:well that was my point about ur other map D-Day

what was?
Posted: Mon Aug 20, 2007 3:21 pm
by Levet
I think all the chaos makes it more prison-like. I think it's a very good concept.
Posted: Mon Aug 20, 2007 3:36 pm
by Coleman
My opinion at the moment is that you swap the black gorilla with someone in the yard for balance as was already stated.
Then post the absolute best possible small map that fits within the constraints so the moderators can see how terrible it is and then we'll see if we can negotiate some extra pixels for the small map.
Posted: Mon Aug 20, 2007 9:20 pm
by change42
I'm coming out of lurker status to say that I think a map idea as innovative as this one is worth bending the map-size rules.
Posted: Tue Aug 21, 2007 2:28 pm
by mibi
well here is a portion of 'small' map at its maxium width according to the rules. the circles have stayed the same size because they already were at their smallest in the larger map.
the text is incredibly small but legible at least according to me, if you squint its easier to make the words out. the font cant get any larger as there would be no room.
there is some overlap with the guards which is unavoidable unless i go back and use regular circles.
I only did one cell block because its tedious to hand place inmates in there.
hopefully people have no problem with these sub-par graphics as they are necessary with the current small map size restrictions.

Posted: Tue Aug 21, 2007 2:34 pm
by gimil
your actually allow a very top end max of 630px wide. Although i don't see the extra 30px doing you much good
Posted: Tue Aug 21, 2007 3:32 pm
by Coleman
I think the 30 pixels would help quite a bit, a few of the circle overlaps and some of the bunching with the numbers that only need an extra pixel could be taken care of. This is actually much better then I thought it would be.
Posted: Tue Aug 21, 2007 5:25 pm
by DiM
Coleman wrote: This is actually much better then I thought it would be.
wait and see until all the circles and names are put in and people will start complaining it's too cluttered and the text is too small to read
Posted: Tue Aug 21, 2007 8:39 pm
by JEWSEEPHISH
as a person who usually plays on small maps, the scrunchiness doesn't bother me, but I would personally prefer scrolling. Just make the small map to appease the mods. For the record I wouldn't mind scrollers if the map had a good concept.
Posted: Tue Aug 21, 2007 8:51 pm
by mibi
ok here is the full map at 630px wide. the inmates are squished but acceptable.. the guards are a bit of a problem as there is signifigant overlap and the borders are partially covered. but its within the site 'rules'. the text is also very small and will probably cause migraines.
im not sure why anyone would want to play this over the large map but here it is.

Posted: Tue Aug 21, 2007 8:53 pm
by WidowMakers
Is the "HALL Room" missing an army circle?
Posted: Tue Aug 21, 2007 9:03 pm
by edbeard
It is missing a circle. And, the Guards in Cell Block B are not guard shaped (Though you might consider using them for the small map only because they save a bit of space for you)
That's not too bad mibi. The only problem is being able to see the borders in the cell blocks. I know it's tough (maybe impossible) but anything you can do about that?
Like does 103 touch 105 and 104 touches both 105 and 106?
Posted: Tue Aug 21, 2007 9:04 pm
by DiM
mibi wrote: im not sure why anyone would want to play this over the large map but here it is.
i will never play the small version of this map because it gives me a headache just looking at it and trying to distinguish the names.
anyway the name of guard 301 is partially masked same for door from cellblock C
also the borders in cell block A and C are kinda hard to see.
PS: if you have a prisoner named mibi could you add one named DiM?

Posted: Tue Aug 21, 2007 9:16 pm
by WidowMakers
DiM wrote:PS: if you have a prisoner named mibi could you add one named DiM?

Actually the reason the gas chamber is empty is that DiM's body just got taken out and buried. Looks life prison life did not agree with you DiM.

Posted: Tue Aug 21, 2007 9:34 pm
by AndyDufresne
A few minor issues (though the map is looking rather good):
As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.
Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
Posted: Tue Aug 21, 2007 10:13 pm
by DiM
WidowMakers wrote:DiM wrote:PS: if you have a prisoner named mibi could you add one named DiM?

Actually the reason the gas chamber is empty is that DiM's body just got taken out and buried. Looks life prison life did not agree with you DiM.

then he should add a text somewhere: "in the memory of our dearly beloved DiM"

Posted: Tue Aug 21, 2007 10:14 pm
by DiM
AndyDufresne wrote:Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
they will overlap especially in the places where army circles for a straight horizontal line, like cell block C or the bottom right part.
Posted: Tue Aug 21, 2007 10:21 pm
by Bad Speler
To make it less squished, how about making all of the circles a simple coloured circle with one 1px black stroke, or something like that?
Posted: Tue Aug 21, 2007 11:43 pm
by mibi
AndyDufresne wrote:A few minor issues (though the map is looking rather good):
As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.
Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.
--Andy
Bolding the names is not possible as it cause enclosed areas like P R B G to fill and would also increase the size, bolding increases the size marginally and the size can't be marginally increased. The only option is adjusting how the text is antialiased.
as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.
Posted: Wed Aug 22, 2007 12:39 am
by Coleman
mibi wrote:as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.
It's probably far enough along that I should start xml from this. 3 digit numbers may end up being tolerable, although I still am not sure when the change took place that we have to plan for maps to still look good in ridiculous build games.
Posted: Wed Aug 22, 2007 1:10 am
by KEYOGI
I first came across the 3 digit problem in the Middle East Revamp. It doesn't happen very often, but with an increase in abstract maps over geography, it's a more regular occurance.
It's a pain in the arse, but it's something that needs to be taken into account.
Posted: Wed Aug 22, 2007 5:09 am
by WidowMakers
Cairns and I had the same issue with Rail USA. I ended up making all of the station territories that had the potential to overlap a little bit wider.
Trouble is, we has space to spare, mibi does not.
Posted: Wed Aug 22, 2007 9:57 am
by mibi
ok well i decided just to do a straight resize, army circles and all and lay the digits on top.
i think this is much better, even tho the numbers are super snug in the circles its much better than the larger circle overlap that was going on.
i think 3 digits might even work in this case too
