[Abandoned] - Conquer Mart!
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Re: Conquer Mart! [D] - [V20]
Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649
You can even go out, take your own photo of the road, and use that texture toward this ends.
You can even go out, take your own photo of the road, and use that texture toward this ends.
Re: Conquer Mart! [D] - [V20]
shakeycat wrote:Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649
You can even go out, take your own photo of the road, and use that texture toward this ends.
If the road didn't have any snow
Re: Conquer Mart! [D] - [V20]
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/gravel.jpg[/bigimg]
Copy and paste :arrow:
Copy and paste :arrow:
Re: Conquer Mart! [D] - [V21]
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart21.jpg[/bigimg]
New Version
!
New Version
Re: Conquer Mart! [D] - [V21]
This map has come along way since the beginning.. Nice job.. I like the block heads shopping 

Re: Conquer Mart! [D] - [V21]
danfrank wrote:This map has come along way since the beginning.. Nice job.. I like the block heads shopping
me too
and sorry for the late response, ISP problems
Re: Conquer Mart! [D] - [V20]
john9blue wrote:In the asphalt there is a very distinctive pattern. That doesn't look very realistic.
You added another texture behind it, but kept the one thing that was wrong with it
Current Map Project: Tokyo
Re: Conquer Mart! [D] - [V21_2]
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart21_2.jpg[/bigimg]
Shakeycat, does this work for you?!
Shakeycat, does this work for you?!
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LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer Mart! [D] - [V21_2]
i personally like the texture b4
Re: Conquer Mart! [D] - [V21_2]
As I said elsewhere, yes, it is an improvement!
Before it was too busy, layer on layer like that. Too many squares.
Before it was too busy, layer on layer like that. Too many squares.
Current Map Project: Tokyo
Re: Conquer Mart! [D] - [V21_2]
I like the current version, I found that the parking lot matched the floor pattern too much, thus the parking lot did not have a uniqueness.
- barterer2002
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Re: Conquer Mart! [D] - [V21_2]
The parking lot is kind of odd looking though. Its as if someone painted an entire parking lot and then dropped a store on top of it. Some of the spots are half under the store etc.


Re: Conquer Mart! [D] - [V21_2]
Good map, but there's a typo:
Inter-Departmental Assult Route
should be Assault
Inter-Departmental Assult Route
should be Assault
- sailorseal
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- Location: conquerclub.com
Re: Conquer Mart! [D] - [V21_2]
I would remove the handicap spaces, they are cute but are kind of ugly and add nothing
- captainwalrus
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Re: Conquer Mart! [D] - [V21_2]
I think that some of the bonuses are a little high. Appliances could be reduced by 3, childrens' wear should be reduced to 2. Furniture could be reduced by 2. Women's where could be increased to 4. I think this would balance things out a lot.
~ Mr. Walrus
~ Mr. Walrus
~ CaptainWalrus
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LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer Mart! [D] - [V21_2]
I have a few problems with the parking lot. my first problem is that some of the parking spots are just completely illogical, i would suggest fixing it. Maybe redraw all of the lines, so the parking spots are all closer to the same size, and maybe do something at like malls, how they have the parking lot, and then there is the like just a road that goes around the mall, with the cement sorta dividers dividing the sections of the parking lot, and the road. just saying. My second problem i have with the thickness of the lines. they need to be thicker, in my opinion. the map is coming along nicely
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Re: Conquer Mart! [D] - [V21_2]
I agree with Led.
Why on earth are there parking spots in front of entrances? shouldn't places like that have yellow stripes for crosswalk - you know! you see it all the time.
Why on earth are there parking spots in front of entrances? shouldn't places like that have yellow stripes for crosswalk - you know! you see it all the time.
Current Map Project: Tokyo
Re: Conquer Mart! [D] - [V22]
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart22.jpg[/bigimg]
Spelling Corrected on Assault Route
Added Crosswalks and people crossing it
Took out the parking lot = looked very busy, and didn't show simplicity.
Spelling Corrected on Assault Route
Added Crosswalks and people crossing it
Took out the parking lot = looked very busy, and didn't show simplicity.
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LED ZEPPELINER
- Posts: 1088
- Joined: Tue Nov 25, 2008 10:09 pm
Re: Conquer Mart! [D] - [V21_2]
I would suggest making the attack routes gradient, instead of it solid.
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
- sailorseal
- Posts: 2735
- Joined: Sun May 25, 2008 1:49 pm
- Gender: Male
- Location: conquerclub.com
Re: Conquer Mart! [D] - [V21_2]
Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!
Great Map!
Re: Conquer Mart! [D] - [V21_2]
LED ZEPPELINER wrote:I would suggest making the attack routes gradient, instead of it solid.
I'll Look into it for the next version
sailorseal wrote:Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!
I have some in swim wear.
- AndyDufresne
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Re: Conquer Mart! [D] - [V22]
Ahoy! This map is coming along...a few random points:
The background (parking lot?) looks a little out of place with the stylized graphics that are dominating the rest of the map.
The aisles, and really the stores also---need some work, both in texture and overall graphics. The aisles look strangely unlike a floor---and the stores don't seem to remind me of stores at all. It may be worth considering making the stores "more flat"---like the buildings in CCU, rather than the current design you have.
In regards to game play, Home, Electronics, Men's Wear, Service, and Women's Wear bonuses look alright, but the remaining regions need some re-evaluation in values I think.
Good luck.
--Andy
The background (parking lot?) looks a little out of place with the stylized graphics that are dominating the rest of the map.
The aisles, and really the stores also---need some work, both in texture and overall graphics. The aisles look strangely unlike a floor---and the stores don't seem to remind me of stores at all. It may be worth considering making the stores "more flat"---like the buildings in CCU, rather than the current design you have.
In regards to game play, Home, Electronics, Men's Wear, Service, and Women's Wear bonuses look alright, but the remaining regions need some re-evaluation in values I think.
Good luck.
--Andy
Re: Conquer Mart! [D] - [V22]
Gilligan wrote:Jewellery = Jewelry
speleeng iz ohver raytid
Re: Conquer Mart! [D] - [V22]
I'm going to be honest - this map isn't doing anything for me at all. It's a department store - I get it - but has anybody ever seen a department store laid out like this? Seems like the layout is just there for convenience as a CC map.
Some elements of the gameplay don't make sense. People walk in the aisles, but the aisles don't connect anything - why can't you go from cameras to living room? Or pets to patio? The little dude is doing it. At least make them walls so they make sense as impassables.
Bonuses are off... +3 for childrens wear (3 terits, 2 borders, an easy hold and expansion into mens wear) and +3 for womens wear (6 terits, 4 borders).
But most importantly, graphically this map is a big zero for me. You could change all of the territory names to be parts of a computer motherboard and it would work just as well. Or pieces of trash in a landfill. Or cubicles in an office building - call it anything and nobody would notice the change. Other than the little men with shopping carts (which belong in an Atari 2600 game - Pitfall maybe?) nothing says department store about this map.
On its own, making a map of a department store isn't a fantastic idea, and to turn a sketchy idea into a good map takes a lot of work and some outstanding graphics. Right now I don't see this map making it.
Some elements of the gameplay don't make sense. People walk in the aisles, but the aisles don't connect anything - why can't you go from cameras to living room? Or pets to patio? The little dude is doing it. At least make them walls so they make sense as impassables.
Bonuses are off... +3 for childrens wear (3 terits, 2 borders, an easy hold and expansion into mens wear) and +3 for womens wear (6 terits, 4 borders).
But most importantly, graphically this map is a big zero for me. You could change all of the territory names to be parts of a computer motherboard and it would work just as well. Or pieces of trash in a landfill. Or cubicles in an office building - call it anything and nobody would notice the change. Other than the little men with shopping carts (which belong in an Atari 2600 game - Pitfall maybe?) nothing says department store about this map.
On its own, making a map of a department store isn't a fantastic idea, and to turn a sketchy idea into a good map takes a lot of work and some outstanding graphics. Right now I don't see this map making it.
