Page 11 of 23
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 2:44 am
by Premier2k
Incandenza wrote:Lookin' good, guys...
Two quick things: Vineta could probably be bumped down to a +4, as it's basically the exact same bonus as Mu, and "assault" in that new line in the legend is misspelled...
Yes, I Vineta can be bunped down. I hadn't spotted that.
I had already noted the "assault" error. it will be fixed for the next version
mibi wrote:looking pretty good. I think you can do better on that water texture thought. It's too noisy.
I don't think the water texture will be changing again, it's gone through many many many changes and this one most people like.
Premier2k
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 10:39 am
by mibi
Premier2k wrote:mibi wrote:looking pretty good. I think you can do better on that water texture thought. It's too noisy.
I don't think the water texture will be changing again, it's gone through many many many changes and this one most people like.
Premier2k
That's a bummer, because it looks more like snow than water.
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 3:46 pm
by Premier2k
This is what the sea used to look like, (ignore everything else, just look at the sea texture)
[bigimg]http://img443.imageshack.us/img443/2267/lrgatlantisv14nw3.png[/bigimg]
But like I said, most people didn't like it and it was scrapped for something different. Personally, if we could have tidied up the top of the sea then I like this but hey, others didn't.
Let me know which you prefer (just out of interest)...
Premier2k
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 3:52 pm
by AndyDufresne
I think it's more the fact that the sea is so textured, bumpy, what have you, that gives it more of a solid feeling than you are intending, and that Mibi has picked up on.
--Andy
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 3:54 pm
by Premier2k
hmmm... I see what you both mean. I'll get Nemesischild to look into doing another sea. Oh boy, he aint gonna be happy....Can you tell him....please.....
Actually...no...let me....
Premier2k
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 5:58 pm
by mibi
If you don't mind waiting around to next week, I can take a crack at the sea texture if I had the PSD.
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Mon May 04, 2009 7:38 pm
by NemesisChild
Pem is right, I am not happy about doing another sea......
but I'll give it a go,
Mibi
rather than you having a go can you knock up a psd file with the sea effect on it and I'll try and integrate it or just PM me with some steps on how you would do it
Cheers
Nem
Re: Atlantis v22 (3rd May) - NEW RELEASE! Page 17 [D]
Posted: Thu May 07, 2009 5:11 am
by Premier2k
Another version for you all to see!
Changes made
1. Correct spelling of assault
2. Change Vineta bonus to +4
3. Change sea texture
Comments as always please guys we're trying to get the sea texture right, we think this could be it.
Incandenza - How's the bonus structure looking? We've made changes to Vineta as requested.
[bigimg]http://img149.imageshack.us/img149/6274/lrgatlantisv23.png[/bigimg]
Premier2k
Re: Atlantis v23 (7th May) - Page 18 [D]
Posted: Thu May 07, 2009 2:59 pm
by Incandenza
Looking good. I'm pretty happy with the bonuses and what not. Unless anyone pops in with further gameplay comments to make, you guys can expect a stampin' in the near future. Well done.
Re: Atlantis v23 (7th May) - Page 18 [D]
Posted: Thu May 07, 2009 3:07 pm
by AndyDufresne
The docks look good, the bridges still look a little out of place in the map.
Territory and continental division lines look a little pixelated. Specifically, the territory lines, when connecting to edges of continents (like the black borders between color and water)---the lines don't always seem to match up flush. Perhaps look into this closer---maybe even with a magnifying glass.

--Andy
Re: Atlantis v23 (7th May) - Page 18 [D]
Posted: Thu May 07, 2009 3:30 pm
by Merciless Wong
<just noticed the neutral start issues>
Re: Atlantis v23 (7th May) - Page 18 [D]
Posted: Thu May 07, 2009 3:39 pm
by the.killing.44
Merciless Wong wrote:Starting with bonus issues too because of the existence of a 3 terit and a 4 terit continent. In 1v1 and 1v1v1 someone will start with a bonus.
You must be joking …

I like the new water more. But I think it'd look nice if there was some gradient that gets darker further out to sea. also, I agree with Andy about the island outer border — applying a bit of Gaussian blur to it would help. Same goes for the stroke in the water.
Gameplay seems fine to me! Great job on this, guys!

.44
Re: Atlantis v23 (7th May) - Page 18 [D]
Posted: Thu May 07, 2009 4:26 pm
by Premier2k
Incandenza wrote:Looking good. I'm pretty happy with the bonuses and what not. Unless anyone pops in with further gameplay comments to make, you guys can expect a stampin' in the near future. Well done.
Thanks Incandenza! We look forward to it!
AndyDufresne wrote:The docks look good, the bridges still look a little out of place in the map.
Territory and continental division lines look a little pixelated. Specifically, the territory lines, when connecting to edges of continents (like the black borders between color and water)---the lines don't always seem to match up flush. Perhaps look into this closer---maybe even with a magnifying glass.

Hmmm.. we'll look into that, thanks Andy
the.killing.44 wrote:I like the new water more. But I think it'd look nice if there was some gradient that gets darker further out to sea. also, I agree with Andy about the island outer border — applying a bit of Gaussian blur to it would help. Same goes for the stroke in the water.
Appreciate the comments .44, we're quite happy with the sea, I'm sure [player]Nemesischild[/player] will look into the gradient of it and if he thinks it's good he'll send it over to me to look at. We'll take your comments onboard. By the way, I'm following your Greenland map, I'm really looking forward to playing it! Same goes for [player]MrBenn[/player]'s england map. Both looking great!
Premier2k
Re: Atlantis v24 (12th May) - Page 18 [D]
Posted: Mon May 11, 2009 7:05 pm
by NemesisChild
Just a quick uimage update
I think I have fixed the border issues
I have played with the scroll a touch and feel it fits in better now (IMO)
Mini map onus numbers easier to read now
V24
[bigimg]http://img219.imageshack.us/img219/2725/lrgatlantisv24.png[/bigimg]
Prem will update first post when he gets a chance
Nem
Re: Atlantis v24 (12th May) - Page 18 [D]
Posted: Tue May 12, 2009 6:51 am
by Premier2k
First post updated.
P.
Re: Atlantis v24 (12th May) - Page 18 [D]
Posted: Tue May 12, 2009 2:10 pm
by Incandenza
Well, since the commentary on the gameplay front has been rather quiet, I'd say you guys are good to go. Congrats!

Re: Atlantis v24 (12th May) - Page 18 [D]
Posted: Tue May 12, 2009 2:41 pm
by Premier2k
Incandenza wrote:Well, since the commentary on the gameplay front has been rather quiet, I'd say you guys are good to go. Congrats!

werr hoo!! Thanks Incandenza. It's been a long struggle to get to this point.
Premier2k
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Tue May 12, 2009 4:27 pm
by NemesisChild
Thanks incandenza
Prem is gonna polish off the xml and army placements
just the last of the graphics tweaks to do then
Nem
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Tue May 12, 2009 10:19 pm
by AndyDufresne
The bonus numbers on the minimap, at least some, are still slightly difficult to read. I'm not really sure what you can do though to improve them anymore.
On the map front, the bridges still look out of place---probably because they feel "realistic" --and that sense kind of clashes with the lack of of realistic land (region colors, etc)\
The black borders surrounding the zones seem pixelated in many areas, more noticeable on the lighter colored areas, though all of them really.
It also may be interesting to swap the perspective of the boat once or twice---just so they aren't all sailing west.
In Lemuria, does 10 border 8? It looks like they touch---via a blackline, but it isn't consistent with the other border colors.
In Kamuri, does 8 border 6? The proximity of some land near the border line with 7 makes it questionable.
Keep up the work!
--Andy
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Wed May 13, 2009 7:14 am
by Premier2k
AndyDufresne wrote:The bonus numbers on the minimap, at least some, are still slightly difficult to read. I'm not really sure what you can do though to improve them anymore.
hmmm.. I'm not sure there is anything we can do to make numbers more readable. Personally, I can't see a problem with it. But if Nem looks at it and can find a way then I'm sure he'll fix it.
AndyDufresne wrote:On the map front, the bridges still look out of place---probably because they feel "realistic" --and that sense kind of clashes with the lack of of realistic land (region colors, etc)
I've asked Nem to have a look at making the bridges more cartoony, he'll let us know how he gets on.
AndyDufresne wrote:The black borders surrounding the zones seem pixelated in many areas, more noticeable on the lighter colored areas, though all of them really.
Not noticed that before, perhaps we could increase the width of the black outline and see what difference this makes? Nem what do you think?
AndyDufresne wrote:It also may be interesting to swap the perspective of the boat once or twice---just so they aren't all sailing west.
If memory serves me correctly I think at one point we had them facing different and someone wanted them all facing the same way, but hey, we'll change them back again.
AndyDufresne wrote:In Lemuria, does 10 border 8? It looks like they touch---via a blackline, but it isn't consistent with the other border colors.
Yes, I have asked Nem to resolve this.
AndyDufresne wrote:In Kamuri, does 8 border 6? The proximity of some land near the border line with 7 makes it questionable.
Again, being looked at.
Thanks for your comments Andy!
Premier2k
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Wed May 13, 2009 11:02 am
by s3xt0y
Im in love with this map keep up the awesome work!
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Wed May 13, 2009 12:11 pm
by Premier2k
s3xt0y wrote:Im in love with this map keep up the awesome work!
Thankyou for your kind words s3xt0y!
We just hope everyone else likes the map as well!
Premier2k
Re: Atlantis v24 (12th May) - Page 18 [AdvD, D, Gp]
Posted: Thu May 14, 2009 7:10 am
by Premier2k
I have completed the XML army number co-ord line ups for the large map. I'll post up some images later in case someone spots something I haven't.
I haven't quite finished the small map co-ords yet as I'm waiting for some info from Nemesischild before I can complete these. But as soon as I have them I shall have the XML complete as well.
Premier2k
Re: Atlantis v25 (16th May) - Page 19 [AdvD, D, Gp]
Posted: Sat May 16, 2009 10:45 am
by Premier2k
Changes made for Version 251. re-orientated boats so they are less uniform
2. cleaned up bonus numbers on mini map
3. moved small army circles on boats so they now line up with large
4. toned down bridges
I have a few changes to make on the XML and then I will post the army number checks.
[bigimg]http://img526.imageshack.us/img526/7228/lrgatlantisv251.png[/bigimg]

Re: Atlantis v25 (16th May) - Page 19 [AdvD, D, Gp]
Posted: Sun May 17, 2009 9:56 am
by Premier2k
What does everyone think of the latest version. [player]Nemesischild[/player] has changed the orientation of the boats and toned down the bridges to make them more cartoony.
He's also changed the minimap bonus display to make them stand out more.
Looking for minor graphical suggestions/comments towards getting our Graphics stamp.
Thanks all
[player]Premier2k[/player]