Clandemonium [GP,GX,XML,BETA]

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Blitzaholic
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Re: Clandemonium-(V.40, P.45)

Post by Blitzaholic »

Lindax wrote:Going in the right direction, nice graphics!

Lx


thanks Lx


porkenbeans wrote:Yes, an outer glow on the numbers with just the right size, spread and opacity will do the trick without even noticing it. ;)



nice idea



natty_dread wrote:I would recommend scrapping the colour coding of the portals at this point... I know it was my idea in the first place, but the more I think about it the more I'm coming to the conclusion that it's just overly complicated.

I can see two possible solutions:

a) Make all the portals uniform, then use low-opacity dotted lines between them to show connections.

b) Make the portals uniform, and write in the legend: "Portals attack portals of adjacent clans".

Also, the territory numbers are hard to read on the darker green areas. Solutions: make numbers white or add slight white glow around numbers.

The forest impassables look kinda pixelated.

That's all for now, other than these things the map is looking awesome.


I am open to this:

b) Make the portals uniform, and write in the legend: "Portals attack portals of adjacent clans".

however, also note that all clan portals can attack no mans land portals as well and do not forget you can advance your troops into that territory. So, Kab, as you look at the map, each clan homeland has a clan on the left and the right of it, both those clans would be adjacent to the centered clan and could attack those portals. Tofu portal could attack Tsm portal or IA portal only and could advance troops there. Does this help?
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natty dread
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Re: Clandemonium-(V.43, P.47)

Post by natty dread »

"In a alien world" should probably be "In an alien world".

PS. the forest impassables are still looking kinda pixelated imo.
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Kabanellas
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Re: Clandemonium-(V.43, P.47)

Post by Kabanellas »

Natty, where do you mean? The contour lines?
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natty dread
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Re: Clandemonium-(V.43, P.47)

Post by natty dread »

No, I mean the texture. It kinda looks like video noise overlaid on dark green... I suggest smoothing it a bit.
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Re: Clandemonium-(V.43, P.47)

Post by ManBungalow »

This really does look fantastic now.

As I think Natty was trying to say, the dividing forests look quite pixelated, even though the colours match the rest of the map very nicely. Perhaps you could try blurring the existing forests a little and we'll see how it comes out.

I very much like the texture of the water, but there are some funny lines which look slightly out of place:
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One more key issue that jumps out at me (which may be something for Blitz to field) is the region naming. In each "kingdom" the regions are numbered 1-14. This can work fine (it does in the existing Feudal War maps) with a suitable prefix (Realm of Might 1,2,3 and so on). However, this map at the moment would have some very long region names:
The Horsemen of The Apocalypse 1, The Horsemen of The Apocalypse 2, The Odd Fellows Union 1, The Odd Fellows Union 2...
How do you propose working around this, bearing in mind that any abbreviations/acronyms will need to be detailed somewhere on the map?

Oh, if you havn't already found somone, you can consider me "interested" in writing the XML for this.
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Kabanellas
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Re: Clandemonium-(V.43, P.47)

Post by Kabanellas »

I'll try that Natty, though I must say I kind of like it that way...

Bungalow, those lines in the water, are intended to be atmosphere reflections.... some kind of clouds of an alien world reflected in those waters
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Blitzaholic
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Re: Clandemonium-(V.43, P.47)

Post by Blitzaholic »

Big Whiskey wrote:I have been a fan of this map from the start.Now that it is taking shape I can't wait until it comes out on Beta.Great work Kab and Blitz.Keep me posted.


thx BW, we making some enhancements currently.
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Blitzaholic
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Re: Clandemonium-(V.43, P.47)

Post by Blitzaholic »

Kabanellas wrote:I'll try that Natty, though I must say I kind of like it that way...

Bungalow, those lines in the water, are intended to be atmosphere reflections.... some kind of clouds of an alien world reflected in those waters


This is sounding better all the time. ;)
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ManBungalow
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Re: Clandemonium-(V.43, P.47)

Post by ManBungalow »

Blitzaholic wrote:
Kabanellas wrote:I'll try that Natty, though I must say I kind of like it that way...

Bungalow, those lines in the water, are intended to be atmosphere reflections.... some kind of clouds of an alien world reflected in those waters


This is sounding better all the time. ;)

Did you read the bottom half of my latest post? It was meant for you.
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Re: Clandemonium-(V.43, P.47)

Post by RedBaron0 »

It seems kinda sort-of odd to me that Clan wars are happening on an alien world. I think a lot of people will associate that with science fiction, rather than fantasy. I mean I know that the simplest definition of "alien" is different, but it means "little green men" to most. I would really think about rewording the "alien" part.
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Blitzaholic
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Re: Clandemonium-(V.43, P.47)

Post by Blitzaholic »

ManBungalow wrote:This really does look fantastic now.

One more key issue that jumps out at me (which may be something for Blitz to field) is the region naming. In each "kingdom" the regions are numbered 1-14. This can work fine (it does in the existing Feudal War maps) with a suitable prefix (Realm of Might 1,2,3 and so on). However, this map at the moment would have some very long region names:
The Horsemen of The Apocalypse 1, The Horsemen of The Apocalypse 2, The Odd Fellows Union 1, The Odd Fellows Union 2...
How do you propose working around this, bearing in mind that any abbreviations/acronyms will need to be detailed somewhere on the map?

Oh, if you havn't already found somone, you can consider me "interested" in writing the XML for this.



sup Bunga, I was thinking of abbreviations to save room, and here is a list of the clans abbreviations below. So, Thota 01, Thota 02, BSS 01, BSS 02, BSS 03, etc., maybe Kab has a better idea? This is what I was thinking. Thx for the offer on the XML, however, I think Kab will be doing that, we will keep you posted though, thx a lot for the interest my friend.

THOTA = THOTA Stables
BSS = BSS Pen
TSM = TSM Jungle
EMPIRE = The Empire
LOW = The land of LOW
The Legion = Legion Barracks
ID = Dragoon Fortress
IA = IA Lair
TOFU = The Union
AOD = The Angels
L4D = The Dead
DVLL = De Vero's
KORT = The Knights
MYTH = Myth
O&H = Outlaws
EE = Eternal
AOC = Agents of Chaos
Brethren = Fat Mermaids
DD = Divine Domination
NEM = Nemesis




RedBaron0 wrote:It seems kinda sort-of odd to me that Clan wars are happening on an alien world. I think a lot of people will associate that with science fiction, rather than fantasy. I mean I know that the simplest definition of "alien" is different, but it means "little green men" to most. I would really think about rewording the "alien" part.


we kind of liked the futuristic theme environment, what would you suggest in place or the word "alien" RedBaron0?

Visitors maybe?
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Re: Clandemonium-(V.43, P.47)

Post by fumandomuerte »

Quoted the map for reference.
Kabanellas wrote:[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_6_img.png[/bigimg]

I was thinking if you could add some roads and villages on Clans' Grounds & Drop Points. I liked what [player]DiM[/player] made with AoR 2, [player]Gimil[/player] with Feudal Wars and Epic, [player]wcaclimbing[/player] with Oasis.
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This is getting better!
fm
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Kabanellas
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Re: Clandemonium-(V.43, P.47)

Post by Kabanellas »

About the ‘Alien World’ :

The terrain morphology, the Drop Points, The Portals – they all take me to that ‘image’ of a lost unknown (probably inhabited) World, where different Clans will start dropping (landing), successively, in those elevated plateaus, trying to conquer it – making it their own.

This is the ‘Story Line’ that compels me here. The basic idea from where I’ve started structuring the graphical ambience. And honestly, I'm very happy with it :)

Last version:

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_8_img.png[/bigimg]
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Blitzaholic
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Re: Clandemonium-(V.45, P.48)

Post by Blitzaholic »

that looks sharp Kab =D>
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Kabanellas
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Re: Clandemonium-(V.45, P.48)

Post by Kabanellas »

thanks Blitz :)

btw, I changed the forest/jungle texture. I used something that I've found in the shades library of one of my architectural 3D programs - and I think they look quite cool now 8-)
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Re: Clandemonium-(V.45, P.48)

Post by jpcloet »

The water looks like rain to me.
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Re: Clandemonium-(V.43, P.47)

Post by grifftron »

Kabanellas wrote:About the ‘Alien World’ :

The terrain morphology, the Drop Points, The Portals – they all take me to that ‘image’ of a lost unknown (probably inhabited) World, where different Clans will start dropping (landing), successively, in those elevated plateaus, trying to conquer it – making it their own.

This is the ‘Story Line’ that compels me here. The basic idea from where I’ve started structuring the graphical ambience. And honestly, I'm very happy with it :)

Last version:

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_8_img.png[/bigimg]


I love that story line, could this possibly be incorporated onto the map guys? great work kab and blitz! =D>

-griff
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natty dread
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Re: Clandemonium-(V.45, P.48)

Post by natty dread »

The forest looks better. It still has a noisy element to it, but it's better than before.
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Kabanellas
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Re: Clandemonium-(V.43, P.47)

Post by Kabanellas »

fumandomuerte wrote:I was thinking if you could add some roads and villages on Clans' Grounds & Drop Points. I liked what [player]DiM[/player] made with AoR 2, [player]Gimil[/player] with Feudal Wars and Epic, [player]wcaclimbing[/player] with Oasis.

This is getting better!
fm


Muerte, I'd like to keep it simple, close to that idea of an inhabited lost world. We could add a couple of ruins now and then though... I suppose
Last edited by Kabanellas on Thu Apr 15, 2010 7:42 am, edited 1 time in total.
Kabanellas
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Re: Clandemonium-(V.43, P.47)

Post by Kabanellas »

RedBaron0 wrote:I would really think about rewording the "alien" part.


I'm ok with rewording that intro line to something close to this, if you guys want:

In a lost World, we all meet together...
or
In a lost unknown World, we all meet together...
or
In a lost undiscovered World, we all meet together...
or even the second part,
In a lost unknown World, Clans will fight to prevail...
or
In a lost unknown World, Clans will fight for dominance...

open to suggestions here :)
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Re: Clandemonium-(V.43, P.47)

Post by jefjef »

Kabanellas wrote:
RedBaron0 wrote:I would really think about rewording the "alien" part.


I'm ok with rewording that intro line to something close to this, if you guys want:

In a lost World, we all meet together...
or
In a lost unknown World, we all meet together...
or
In a lost undiscovered World, we all meet together...
or even the second part,
In a lost unknown World, Clans will fight to prevail...
or
In a lost unknown World, Clans will fight for dominance...

open to suggestions here :)


Well. In an alien world we will all come together sounds to friendly. Isn't it supposed to be a war?
This post was made by jefjef who should be on your ignore list.
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Blitzaholic
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Re: Clandemonium-(V.45, P.48)

Post by Blitzaholic »

ManBungalow wrote:Oh, if you havn't already found somone, you can consider me "interested" in writing the XML for this.


thx, we will keep you in mind bunga.
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Re: Clandemonium-(V.45, P.48)

Post by WidowMakers »

OK. I am here for the XML work.

Am I correct in assuming that the map GP is set?
Am I also correct in assuming the names for the regions are set?
Am I also correct in assuming the names will be like this?
    -Black Sheep Squadron Drop Point
    -Black Sheep Squadron 01
    -Black Sheep Squadron 02
    -Black Sheep Squadron 03
    -Black Sheep Squadron 04
    -Etc

Also, do we have a small map yet?
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Kabanellas
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Re: Clandemonium-(V.45, P.48)

Post by Kabanellas »

I think Blitz will confirm this:

Gameplay - done!
Names defined- done!

as for the way names will appear, I think they could be just like you've just suggested.

I think all clan names will fit in, even - 'The Horsemen Of The Apocalypse' - right?


Just a doubt. I've placed all portals in region #10 in every clan zone, but shouldn't that region be called, for example: -Black Sheep Squadron Portal instead of Black Sheep Squadron 10 ?

or portal features shouldn't be reflected in region names?
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Re: Clandemonium-(V.45, P.48)

Post by Kabanellas »

and no small map yet - haven't found the time to dive into that nightmare :)
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