[Abandoned] - Colisevm

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grifftron
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by grifftron »

Put some people in the stands, no one is watching the gladiators fight 8-)

-griff
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by PepeAtila »

grifftron wrote:Put some people in the stands, no one is watching the gladiators fight 8-)

-griff


Thank you I do it .... just the ticket is very expensive :D
[spoiler=image 21-1][bigimg]http://img375.imageshack.us/img375/6254/colisevm221big.png[/bigimg][/spoiler]
Last edited by PepeAtila on Thu Jul 08, 2010 11:15 am, edited 1 time in total.
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natty dread
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by natty dread »

Now it kinda looks like the wall is higher in the back than in the front.
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by PepeAtila »

natty_dread wrote:Now it kinda looks like the wall is higher in the back than in the front.

I think mainly it was because of the people size ... what about now? I think is closer...
[spoiler=image 22-2][bigimg]http://img265.imageshack.us/img265/8339/colisevm222.png[/bigimg][/spoiler]
Last edited by PepeAtila on Thu Jul 08, 2010 11:16 am, edited 1 time in total.
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natty dread
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by natty dread »

Well it's better... There are still some glitches though. For one thing that stand where caesar is standing seems to be in the wrong angle...
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v21.1)

Post by PepeAtila »

natty_dread wrote:Well it's better... There are still some glitches though. For one thing that stand where caesar is standing seems to be in the wrong angle...

well it is possible to eliminate it, however I think it can be like this ... (at the end I turn it a little more than I should ... but just few changes ...
[spoiler=image 22-3][bigimg]http://img341.imageshack.us/img341/2979/colisevm223.png[/bigimg][/spoiler]
Last edited by PepeAtila on Thu Jul 08, 2010 11:18 am, edited 1 time in total.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by PepeAtila »

I mean like this (v22.4)
[spoiler=image 22-4][bigimg]http://img192.imageshack.us/img192/1461/colisevm224.png[/bigimg][/spoiler]
Last edited by PepeAtila on Thu Jul 08, 2010 11:20 am, edited 1 time in total.
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natty dread
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by natty dread »

Well that looks better. The right side is tilted oddly though, try to make it similar to the left side.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by The Neon Peon »

Many Gladiator arenas would have rubble in the middle, I believe.

Have you considered using rubble/broken horse carrages/etc. in a few areas as impassables rather than covering the map with blood icons? I think it would make the movement from outer to inner circles a more intuitive/clear.

Other than that, good luck with the 3d look, I think you're getting really close to getting the perspective right.
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by PepeAtila »

The Neon Peon wrote:Many Gladiator arenas would have rubble in the middle, I believe.

Have you considered using rubble/broken horse carrages/etc. in a few areas as impassables rather than covering the map with blood icons? I think it would make the movement from outer to inner circles a more intuitive/clear. perhaps making some icon to impassable areas is a good idea... even when there are the same amount than blood icons (except these arround the "Medivs")... I am thinking on it, ... because the main problem is another icon (like a broken horse carrage is going to make the arena very "charged" ....

Other than that, good luck with the 3d look, I think you're getting really close to getting the perspective right. thank you very much


natty_dread wrote:Well that looks better. The right side is tilted oddly though, try to make it similar to the left side. I will try
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by PepeAtila »

[bigimg]http://img96.imageshack.us/img96/1948/colisevm225.png[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.3)

Post by PepeAtila »

The Neon Peon wrote:Many Gladiator arenas would have rubble in the middle, I believe.

Have you considered using rubble/broken horse carrages/etc. in a few areas as impassables rather than covering the map with blood icons? I think it would make the movement from outer to inner circles a more intuitive/clear.

Other than that, good luck with the 3d look, I think you're getting really close to getting the perspective right.


Too much icons for impassable!! ...
[spoiler=sample icons for impassable][bigimg]http://img215.imageshack.us/img215/7586/conflechas.png[/bigimg][/spoiler]
I really think it is better "marking" where it is possible the 2 ways attacks
[bigimg]http://img594.imageshack.us/img594/7823/colisevm225num.png[/bigimg]

natty_dread wrote:Well that looks better. The right side is tilted oddly though, try to make it similar to the left side.


The original map is bigger than this. I reduced it an 80% to make this. what are the "more correct" sizes for large and small maps? ... Could this map be considered small or large?? I mean have I to reduce it as much as possible?? Thank you.

[bigimg]http://img685.imageshack.us/img685/8749/colisevm225small.png[/bigimg]
Last edited by PepeAtila on Thu Jul 08, 2010 11:24 am, edited 1 time in total.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

Perhaps this can be a good size for the small playable map... but I think is better the before size just redicing the blood icons.
[bigimg]http://img805.imageshack.us/img805/9786/colisevm231smallnum.png[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by MrBenn »

I'm really worried about the amount of effort you are putting into developing this map using MS Powerpoint. You will struggle to bring your map to the required quality without switching to a proper graphics-editing program.
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

MrBenn wrote:I'm really worried about the amount of effort you are putting into developing this map using MS Powerpoint. You will struggle to bring your map to the required quality without switching to a proper graphics-editing program.

well, I like the challenges ;) ... I think it was not so hard ... even when my main aim was to develop the "idea" more than the graphical design. For me it doesn't worth to learn another program because I just do it for fun and I am sure for my "utilities" I reach enough. I think it is being an almost-last effort because I cannot improve too much more, but I think even if I use another program it will not improve so much ... I don't see it so far, but I would understand any decision.

Thank you.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by thenobodies80 »

Loving the challenges is one thing, but try to win an impossible challenge is something different.
I've already suggested to you to try using a real graphics software because I try to finish a map and have a CC quality standard using only MS PowerPoint is something difficult (if not impossible) also for the most experienced mapmaker.
But if you don't want to learn to use a new software you can think to ask around in the foundry if someone with more experience with graphics is willing to help you.

Now, we already talked about the difficulty of developing the right perspective.
I think that the current point of view from makes things more complicated than they are.
I did a quick rough draft to give you an idea about how you should rearrange things around the map and change your perspective.
It will simplify the graphics development: Keep down the point of view and try to use the title and legend to cover as much as possible the arena.(fewer details to draw)
As you can see the playable part of the map remains the focal point of the image and there should be enough space to keep us all the information. ;)

[bigimg]http://img28.imageshack.us/img28/2075/coliseum.jpg[/bigimg]
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PepeAtila
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

thenobodies80 wrote:Loving the challenges is one thing, but try to win an impossible challenge is something different. of course it will become impossible.
I've already suggested to you to try using a real graphics software because I try to finish a map and have a CC quality standard using only MS PowerPoint is something difficult (if not impossible) also for the most experienced mapmaker.perhaps, since I don't know what "quality standards" are the rules... I cannot improve too much while I don't see where is the problem ... as you know I was thinking to make a "plane map" later I was giving it details ... now I don't know what is the problem with the map ... really I watch it and I see the correct perspective ...
But if you don't want to learn to use a new software you can think to ask around in the foundry if someone with more experience with graphics is willing to help you. well, I have used several graphic programs, but really I don't see so much difference... as I tell you before the main is to know what is wrong... of course always everything can be improved but just I don't see, in this case, what can I improve using and beginning again with another tool

Now, we already talked about the difficulty of developing the right perspective. I still thinking in the main point ... the playable map, to do the right perspective it would be necessary to make also the icons in perspective (closer bigger)...
I think that the current point of view from makes things more complicated than they are. :) things are so difficult as we want to make them. I repeat for me in this moment the map is "good"... but of course somebody can say to prefer a different point of view.
I did a quick rough draft to give you an idea about how you should rearrange things around the map and change your perspective. I think I should give up, since I know I will not reach it. I just can improve something if I don't see it "well made".
It will simplify the graphics development: Keep down the point of view and try to use the title and legend to cover as much as possible the arena.(fewer details to draw) really I know it ... I will send the "last try" but I will not change the perspective again.
As you can see the playable part of the map remains the focal point of the image and there should be enough space to keep us all the information. ;) really thank you ... I know how difficult is to make this graphic ... just I made the doors smaller than the wall to avoid this "dificullty" ... please don't get angry with my comments as I am not angry (even I am smiling) ... but I would like to know ... what is the problem with this my last map

[bigimg]http://img28.imageshack.us/img28/2075/coliseum.jpg[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

I can try this type of door if you think is going to change the disposition about the map ... but I think is not necessary.

[bigimg]http://img231.imageshack.us/img231/1570/colisevm241big.png[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by the.killing.44 »

More Coliseum, less pizza platter. You have the right perspective/idea with the bros in the stands, but the rest is an attempt to make 2D look 3D.

Why are you overcomplicating the icons? Just use straight arrows, something cool-looking. I'd like to hear your justification for using drops of…blood(?) for two-ways and odd arrows for another.

There are a lot of things you should change, but focus on the overall perspective and making it look like a real arena first. After you get that down, start making the map look more Roman and have the different aspects mesh together in a single image.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

the.killing.44 wrote:More Coliseum, less pizza platter. yes, I can do it. In fact if you see some version before I have been reducing the grandstand... because the game it is going to be in the pizza platter. You have the right perspective/idea with the bros in the stands, but the rest is an attempt to make 2D look 3D.you are right, the playable zone is 2D because I think/thought it will be better for a game map.

Why are you overcomplicating the icons? Just use straight arrows, something cool-looking. I'd like to hear your justification for using drops of…blood(?) for two-ways and odd arrows for another. the arrows like this are to make easier to understand the movement, the drops are because I need a non-complicate icon .. if you see the "history" of the map you would realize how I was trying different options, if I use a double arrow it become too many arrows... the drop is the simplest symbol I found for it

There are a lot of things you should change, I don't see this lot... do you mean can be changed? yes. do you mean should change? why a lot...? ;) look at the version 1 ... everything is different. I think I changed enough ... except if there is a clear reason to do it. but focus on the overall perspective and making it look like a real arena first. thank you very much it is the first I am going to do. After you get that down, start making the map look more Roman and have the different aspects mesh together in a single image.I will try, thank you... I hope today.

Thank you for your help, mainly about make me to understand I should forget about the whole map and make first the Arena.

[bigimg]http://img6.imageshack.us/img6/3305/arenaonlynew.png[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by Industrial Helix »

Welp, if Ian has convinced you to take a new look at this map I'd like to bring up an old suggestion I had for this map: Use arrow shaped territories (similar to Circus Maximus) to illustrate the movement on the concentric circles. It's clear, its easy and it would make a nice nod to the other Roman Games map we have.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by AndyDufresne »

Industrial Helix wrote:Welp, if Ian has convinced you to take a new look at this map I'd like to bring up an old suggestion I had for this map: Use arrow shaped territories (similar to Circus Maximus) to illustrate the movement on the concentric circles. It's clear, its easy and it would make a nice nod to the other Roman Games map we have.

I like this---it would remove a lot of icon-clutter. Sometimes the icons aren't that eye-abusive, like in Draknor...the arrows work, but they still dominate the map.

However, I think regions shaped like arrows sounds like a good workaround icon-clutter.


--Andy
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

AndyDufresne wrote:
Industrial Helix wrote:Welp, if Ian has convinced you to take a new look at this map I'd like to bring up an old suggestion I had for this map: Use arrow shaped territories (similar to Circus Maximus) to illustrate the movement on the concentric circles. It's clear, its easy and it would make a nice nod to the other Roman Games map we have.

I like this---it would remove a lot of icon-clutter. Sometimes the icons aren't that eye-abusive, like in Draknor...the arrows work, but they still dominate the map.

However, I think regions shaped like arrows sounds like a good workaround icon-clutter.


--Andy

I didn't talk about to change .. just first the Arena

I am going to do the gates/doors with this perspective

[bigimg]http://img825.imageshack.us/img825/245/perspectiva.png[/bigimg]
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by MrBenn »

I have grave concerns about the capability of your graphics software to make this a viable map.
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Re: Colisevm [D,Gp] (Arena for Gladiators v22.5)

Post by PepeAtila »

MrBenn wrote:I have grave concerns about the capability of your graphics software to make this a viable map.

well, then I guess I should give up. Just it was a try to share something else with CC-players. No problem, I will expend my time in other issues.
best regards.
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