CC City Mogul [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:Hmmm - yeah the letters in the map do look a bit pixelly!?

Not sure how you'd fix it with that font though!

C.


i fixed the pixelization. see post above with the edited image.


Look at the N's

C.


press F5 to see the new images.


Hmmm - doh - I assumed I wouldn't've had that one cached! n/m

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

yeti_c wrote:
Hmmm - doh - I assumed I wouldn't've had that one cached! n/m

C.


he he. so the pixelization is gone, right?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

DiM wrote:
yeti_c wrote:
Hmmm - doh - I assumed I wouldn't've had that one cached! n/m

C.


he he. so the pixelization is gone, right?


Yeah.

C.
Image
Highest score : 2297
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

There a bit of sticky tape over lapping the red estate but its not see through.

If this is old white print would a tint of yellow to show age be something to consider.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:There a bit of sticky tape over lapping the red estate but its not see through.

If this is old white print would a tint of yellow to show age be something to consider.


solved the scotch tape transparency and made the paper older.

Image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
mibi
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont
Contact:

Post by mibi »

I prefer the newer, fresh paper. Who wants to play on out of date blueprints.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

mibi wrote:I prefer the newer, fresh paper. Who wants to play on out of date blueprints.


gimil wants. :lol:

i too prefer the whiteprint because it's very crisp and readable.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

Isnt the story behind this some kids making a risk map out of there dads old blueprint found in the loft?

I prefer the older one . .
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
InkL0sed
Posts: 2370
Joined: Sat Jun 23, 2007 4:06 pm
Gender: Male
Location: underwater
Contact:

Post by InkL0sed »

I also prefer the older paper. It has more charm, in my opinion.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:Isnt the story behind this some kids making a risk map out of there dads old blueprint found in the loft?

I prefer the older one . .


old doesn't necessarily mean it's 50 years old. it can be just a blueprint from 5 years ago. :roll:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Post by oaktown »

I'm not saying it's perfect (what map is?), but there's nothing more I really have to say on this one... since the current concerns seem to be primarily visual in nature let's stamp it.

Image
Image
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

oaktown wrote:I'm not saying it's perfect (what map is?), but there's nothing more I really have to say on this one... since the current concerns seem to be primarily visual in nature let's stamp it.

Image


thanks oak.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
AndyDufresne
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Contact:

Post by AndyDufresne »

The game play looks like it could be fun. I'll be interested on how it plays out later.

The graphics look beyond well suited for the map's theme. When the XML gets worked, we'll have to check to make sure everything fits properly, but I don't see that being so much a problem.

I think I prefer the newer paper...but perhaps a slight alteration of the older paper would suffice. I'd experiment with a few different options, and see which seems to be favored the most (perhaps by doing little blocks of 5X5).


--Andy
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

AndyDufresne wrote:The game play looks like it could be fun. I'll be interested on how it plays out later.

The graphics look beyond well suited for the map's theme. When the XML gets worked, we'll have to check to make sure everything fits properly, but I don't see that being so much a problem.

I think I prefer the newer paper...but perhaps a slight alteration of the older paper would suffice. I'd experiment with a few different options, and see which seems to be favored the most (perhaps by doing little blocks of 5X5).


--Andy


thanks for stopping by andy.
i too like the newer paper and it seems others like it too. gimil was the one that requested it to be old but frankly an old blueprint will never look or feel like an old treasure map that's why i believe the fresh feel is best suited.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

v16
small and large with solved transparency for the sticky tape

i don't really want to make the paper look any older than it is for 2 reasons.
1. it isn't some kind of ancient treasure map it's just a simple 5 years old whiteprint
2. the coffee stains, the fingerprints, the creases, folds and curled corner are enough for the old and used feeling.

large
Image
small
Image

so i guess i only need gimil's stamp and we're off to final forge.

i'll get on with my part of the xml and then yeti_c will take over.

btw. i never thought about this but can lack put the images as png instead of jpg? this way the transparency will be kept.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

Lack tends to convert to JPEG so that he can compress them to make the file size smaller. This is to help save as much bandwidth as possible.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:Lack tends to convert to JPEG so that he can compress them to make the file size smaller. This is to help save as much bandwidth as possible.


nooooooooooooooooooooooooooooooooooooooooooooooooooooo :cry: :cry: :cry:

anyway how about that graphics stamp? :roll: :lol:

reposting since i got the bottom page post

DiM wrote:v16
small and large with solved transparency for the sticky tape

i don't really want to make the paper look any older than it is for 2 reasons.
1. it isn't some kind of ancient treasure map it's just a simple 5 years old whiteprint
2. the coffee stains, the fingerprints, the creases, folds and curled corner are enough for the old and used feeling.

large
Image
small
Image

so i guess i only need gimil's stamp and we're off to final forge.

i'll get on with my part of the xml and then yeti_c will take over.

btw. i never thought about this but can lack put the images as png instead of jpg? this way the transparency will be kept.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

DiM - I'm a shade concerned that your army numbers are going to be too big... especially as we're making the artificially too big as well...

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

yeti_c wrote:DiM - I'm a shade concerned that your army numbers are going to be too big... especially as we're making the artificially too big as well...

C.


i already posted triple digit armies earlier in the thread and they fit well.

as for the artificially thing i have no idea what you're talking about? what's artificial?
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

1 small concern before I stamp it, see the whiteness of where the light hits the paper, could this be toned down a little. I have a feeling i may be irratable for some people. Escepially when palying speed games.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:1 small concern before I stamp it, see the whiteness of where the light hits the paper, could this be toned down a little. I have a feeling i may be irratable for some people. Escepially when palying speed games.


the whiteness is already dampened because i wanted everything to be readale. i don't think it is bright at all. compare this undampened image with the ones above.

Image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

Ok im happy with that:

Image
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
BENJIKAT IS DEAD
Posts: 775
Joined: Sun Jan 06, 2008 9:47 am
Location: Waterloo

Post by BENJIKAT IS DEAD »

I am very surprised about how little discussion there has been about the multiplier used for the bonuses etc...

How has the testing gone DiM?


My biggest concern is that the map will be unplayable without using auto-attack - every turn will just take too long, but that using ato-attack will be the incorrect thing to do a lot of the time.

I'll be OK because I use the Clickable Maps script and can limit the auto-attacking, but most won't.
Image
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:Ok im happy with that:

Image


thanks. added to first post.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

BENJIKAT IS DEAD wrote:I am very surprised about how little discussion there has been about the multiplier used for the bonuses etc...

How has the testing gone DiM?


My biggest concern is that the map will be unplayable without using auto-attack - every turn will just take too long, but that using ato-attack will be the incorrect thing to do a lot of the time.

I'll be OK because I use the Clickable Maps script and can limit the auto-attacking, but most won't.


yes there's wasn't much of a discussion on this matter because frankly without a testing area nobody can reach a proper conclusion and we can only talk in theory.

i have played a few games with my firends and a few games with myself and everything seemed fine. of course a few games are nothing compared to the thousands that will be played on CC but it's the most i can do.

this is from an earlier post:

yes at first my friends were also troubled by the idea and i noticed some had the first instinct to preserve troops to amass great armies while others went all ballistic from the start rampaging all they could. but in the end the best way to play was a normal way with a bit more aggression. sitting and building may get you a big army fast but that's big compared to normal maps because others that expand and get bonuses will get huge armies.

if after some games it turns out people are uncomfortable with this gameplay, based on suggestions i receive the multiplier will be increased decreased or even taken out completely leaving the map as a normal one.


and then the problem of auto attack remains. frankly i have nothing against it. i use auto attack all the time. but to prevent any problem that might arise i have opted for a 5 multiplier instead of the original 20. this should decrease any possible inconveniences when attacking.
also as i said above the map can be changed after games are played and people give feedback if it turns out the multiplier is bad.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
Post Reply

Return to “The Atlas”