Das Schloß [QUENCHED #2]

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gimil
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Post by gimil »

cairnswk wrote:
gimil wrote:I love the new title, it screams special forces to me, but could you reduce its background texture strength a little? I feel it stands out jsut a little to mch compared to the playable area.


no. i think it is fine as it is. i'm going to be a hard ass. gimil sorry, and say no for once. i think it is one of my finest pieces of artwork and you want to destroy it...Ha! :wink:


I didnt want to destroy it . . .

Just dull it down a little, but if your gonna be a hard arse about it thats fine to , it is indeed a fine piece of work :wink:
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oaktown
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Post by oaktown »

Since Gimil is already being a pain in the tuckus about this map, I guess I'll officially pass this map off to him.

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Unit_2
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Post by Unit_2 »

Love it love it love it cairswk :D Though could you maybe make the blue-ish arrows alittle darker? they kinda hurt my eyes next to the background :?
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Post by cairnswk »

oaktown wrote:Since Gimil is already being a pain in the tuckus about this map, I guess I'll officially pass this map off to him.

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Gee thanks Oaktown...I appreciate the token, but are you happy with the gameplay?
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Re: DAS SCHLOSS V20 (P27) [I,GP] Landscaping added

Post by cairnswk »

Further comments?
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Re: DAS SCHLOSS V20 (P27) [I,GP] Comments!

Post by TaCktiX »

I like it as it is right now, hence my lack of comments on it. Bonuses could be a little more apparent than they are right now. I know a bonus box won't work considering map structure, but making WHAT is a bonus slightly more highlighted would be good.
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Re: DAS SCHLOSS V20 (P27) [I,GP] Landscaping added

Post by FreeMan10 »

cairnswk wrote:Further comments?


QUENCH!!!!

But seriously, I love how this is shaping up. Looking forward to playing it.
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Re: DAS SCHLOSS V20 (P27) [I,GP] Comments!

Post by cairnswk »

TaCktiX wrote:I like it as it is right now, hence my lack of comments on it. Bonuses could be a little more apparent than they are right now. I know a bonus box won't work considering map structure, but making WHAT is a bonus slightly more highlighted would be good.


OK tacktix...i'll see what i can do
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Re: DAS SCHLOSS V20 (P27) [I,GP] Landscaping added

Post by cairnswk »

FreeMan10 wrote:
cairnswk wrote:Further comments?


QUENCH!!!!

But seriously, I love how this is shaping up. Looking forward to playing it.


Thanks FreeMan10...i'm still not satisfied with it in the town...so i think there is more development to be done there. :wink:
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yeti_c
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Re: DAS SCHLOSS V20 (P27) [I,GP] Comments!

Post by yeti_c »

Flughaven bonus... can you mention how many territories All is?

C.
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Unit_2
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Post by Unit_2 »

What about mine?

Unit_2 wrote:Love it love it love it cairswk :D Though could you maybe make the blue-ish arrows alittle darker? they kinda hurt my eyes next to the background :?
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Re:

Post by cairnswk »

Unit_2 wrote:What about mine?

Unit_2 wrote:Love it love it love it cairswk :D Though could you maybe make the blue-ish arrows alittle darker? they kinda hurt my eyes next to the background :?

unit_2, i haven't forgotten about you :wink:
I am going to adjust the arrows in the next update.
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Re:

Post by cairnswk »

Unit_2 wrote:What about mine?

Unit_2 wrote:Love it love it love it cairswk :D Though could you maybe make the blue-ish arrows alittle darker? they kinda hurt my eyes next to the background :?


OK...here is the updated to Version 21.
I wasn't happy with the starting positions in the town so i re-arranged it all and had to move those armies off the right side so they would fit, and this has changed the game play a lot in the the town, but i think it is fairer with these splits. Any feedback on this?


To Unit_2...i think those arrows still stand out and are in the legends now, so maybe this will suffice?

yeti_c wrote:Flughaven bonus... can you mention how many territories All is?

C.

C...i can't fit it in where it should go at the end.
Do you think another bar at the bottom near the tower would suffice...basically the airport (Flughafen) is all territories including the guards in and out....17 in total.

TaCktiX wrote:....but making WHAT is a bonus slightly more highlighted would be good.

i have made these areas blue, i was going to go for purple (like light coloured wine) but that sttod out too much...so blue it is although i don't know if i have the correct shade? Maybe the shade in the title surrounding the objective, yes?

Version 21
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Post by Unit_2 »

Arrows are alot better, i'm not to sure about the town gameplay though.
Last edited by Unit_2 on Sun Mar 30, 2008 10:28 am, edited 1 time in total.
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Re: DAS SCHLOSS V21 (P20) [I,GP] Comments!

Post by gimil »

Im stuggling tfind any major graphical issues cairns. Ill give hte public a day or two to look ver it before I stamp it :)
What do you know about map making, bitch?

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Re:

Post by cairnswk »

Unit_2 wrote:Arrows are alot better,
thanks :)

i'm not to sure about the town ghameplay though.

is there anything you would do to improve it?
1. everyone has to fight their way through the markt (marketplace) to get to the cable car control
2. everyone has to figth their way through Bus Schuppen or Markt to get to K Wilhelm
3. mmmm. i need to remove the bahnhof and make that section the lower part of the helipad.

OK. Thanks unit_2 for that prompting.
Ive fixed the gameplay there. and adjusted several other factors in the graphics which needed fixing.
here is Version 22.

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Re: DAS SCHLOSS V23 (P20) [I,GP] Comments!

Post by cairnswk »

This is Version 23 update....

I am writing the xml and needed to adjust the bonuses, as well as the gameplay on the checkpoints....if you aren't able to eliminate your -1 bonus on the checkpoints simply because you're the last one through you'll keep getting -1 bonus points deducted for however long you're in the game....so AAs can now bombard starting positions 1 & 2 as well as checkpoints.

I think this is much fairer.

Version 23

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Re: DAS SCHLOSS V23 (P20) [I,GP] Comments!

Post by cairnswk »

XML has been written...can someone please check, thanks!!

Conquer Club Map Maker
Test Your XML For Errors xml is valid. see test results.

http://h1.ripway.com/cairnswk/das_schloss.xml

This is a rough of the XML testing on Version 23
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Re: DAS SCHLOSS V23 (P20) [I,GP] XML written

Post by cairnswk »

Further comments???
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Re: DAS SCHLOSS V23 (P20) [I,GP] XML written

Post by bryguy »

maybe add an airplane on escape airplane??
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Re: DAS SCHLOSS V23 (P20) [I,GP] XML written

Post by TaCktiX »

Several of your army circles appear to be off-center, particularly in the upper right, so I'd suggest editing the XML a little bit to center them up. I've liked the map since I first saw it, and I'm glad that you're getting it closer to completion.
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Re: DAS SCHLOSS V23 (P20) [I,GP] XML written

Post by cairnswk »

bryguy wrote:maybe add an airplane on escape airplane??

Good suggestion....i had thgouht of that, but it hadn't hit the drawing board yet.

TaCktiX wrote:Several of your army circles appear to be off-center, particularly in the upper right, so I'd suggest editing the XML a little bit to center them up. I've liked the map since I first saw it, and I'm glad that you're getting it closer to completion.


Yes these are not centered yet, they're only there to show the xml has generated the army circles. glad you like the map though. Thanks guys. :)
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Re: DAS SCHLOSS V23 (P20) [I,GP] Comments!

Post by yeti_c »

cairnswk wrote:This is Version 23 update....

I am writing the xml and needed to adjust the bonuses, as well as the gameplay on the checkpoints....if you aren't able to eliminate your -1 bonus on the checkpoints simply because you're the last one through you'll keep getting -1 bonus points deducted for however long you're in the game....so AAs can now bombard starting positions 1 & 2 as well as checkpoints.

I think this is much fairer.

Version 23



Note of course - that you won't be able to bombard them yourself... Personally I don't think it's necessary - as people will probably want to recapture the starting positions - and then bring the troops through - so will constantly take the Checkpoints anyway - in fact - having them bombarded means that the guy who holds the artillery really holds an advantage as any new troops will have to come through another deadzone to get to the artillery...

If you want to make it fairer - perhaps use a decay on the checkpoints of -1 that way the troops will decay that are there - but will only do so down to 1 and not displace the amount of reinforcements?

C.
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Re: DAS SCHLOSS V23 (P20) [I,GP] Comments!

Post by cairnswk »

yeti_c wrote:Note of course - that you won't be able to bombard them yourself... Personally I don't think it's necessary - as people will probably want to recapture the starting positions - and then bring the troops through - so will constantly take the Checkpoints anyway - in fact - having them bombarded means that the guy who holds the artillery really holds an advantage as any new troops will have to come through another deadzone to get to the artillery...

If you want to make it fairer - perhaps use a decay on the checkpoints of -1 that way the troops will decay that are there - but will only do so down to 1 and not displace the amount of reinforcements?

C.


C....points for consideration.....
me thinking out loud below....
1. where will the +2 bonus starting points be placed at the start of each round...on the +2 bonus starting terts or in the hands of the player as part of the deploy?
2. if you're not able to bombard your own position, then that gameplay there is up the creek, and i need to deliver differently.
3. if a players has to use re-inforcement flow to fortify terts close to those checkpoints in order to use the bonus points deplayment, then i had better keep them open (non-bombardable) and simply have them as decay bonuses like you suggested.
4. i see these 4 terts as the most hotly contested on the map.
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Re: DAS SCHLOSS V23 (P20) [I,GP] Comments!

Post by yeti_c »

cairnswk wrote:C....points for consideration.....
me thinking out loud below....
1. where will the +2 bonus starting points be placed at the start of each round...on the +2 bonus starting terts or in the hands of the player as part of the deploy?


Upto you - it could be either...

cairnswk wrote:2. if you're not able to bombard your own position, then that gameplay there is up the creek, and i need to deliver differently.


Can't bombard yourself.

cairnswk wrote:3. if a players has to use re-inforcement flow to fortify terts close to those checkpoints in order to use the bonus points deplayment, then i had better keep them open (non-bombardable) and simply have them as decay bonuses like you suggested.


Sounds like a plan.

cairnswk wrote:4. i see these 4 terts as the most hotly contested on the map.


I think you might be right...

C.
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