Clandemonium [GP,GX,XML,BETA]

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Kabanellas
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Re: Clandemonium-(V.67, P.68)

Post by Kabanellas »

ok Blitz, let me take a look at it :)
Kabanellas
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Re: Clandemonium-(V.67, P.68)

Post by Kabanellas »

ok..here we go. I'm posting here the table with the new values.

Starting troops should all be reduced to 3 - players will start with 3 + 3 (from autodeploy) + 3 from terr count bonus = 9

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/StartingTroopsV2.png[/bigimg]

Troops placement

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_16_img.png[/bigimg]
Last edited by Kabanellas on Sat Sep 18, 2010 7:25 am, edited 1 time in total.
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iancanton
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Re: Clandemonium-(V.67, P.68)

Post by iancanton »

the very helpful table shows that u've done well with the neutrals here. empire still has a disadvantage, but it's partly offset by needing fewer neutrals to reach both clans' grounds (and not exacerbated by starting with fewer troops, as before).

for each clan, although it's possible to equalise the total neutrals between landing point and clan portal, i think it's not necessary unless beta shows some clans to have a clear advantage.

what do others think?

ian. :)
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Blitzaholic
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Re: Clandemonium-(V.67, P.68)

Post by Blitzaholic »

I think it looks pretty good, we can try it out beta, I like the table Kab.
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Natascha
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Re: Clandemonium-(V.67, P.68)

Post by Natascha »

Blitzaholic wrote:I think it looks pretty good, we can try it out beta, I like the table Kab.


Cannot wait to play Clandemonium map :P
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grifftron
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Re: Clandemonium-(V.67, P.68)

Post by grifftron »

Can we try it out in BETA and see how it plays? then make changes if needed?

Hope so soon!

-griff
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Big Whiskey
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Re: Clandemonium-(V.67, P.68)

Post by Big Whiskey »

This map has come a long way.Can't wait to try it out.Well done guys.
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Blitzaholic
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Re: Clandemonium-(V.67, P.68)

Post by Blitzaholic »

qwert wrote:hmm, i look map,and i must say,that even you have entusiastic,and some interesting concept, from mine view,graphic part of these project,its not something what you can say "wow,these look interesting". Colours its to much dark, and map look to much odd.
In begining,i whas thinking that you will use some small images of, castles(who will represent main clans) forts(who will represent small clans), flag bearers of clans who will give visual dimension of clans, some images of forest, fields( look mine map Antietam battle,you there have soldiers,corn field,forest,hills, houses, wooden opstacles,bridges), now these is what will give you much more attention,othervise these all ambition project can get small number of players when you start in beta stage.
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thx qwert, but kab is in charge of graphics and I am going to let him remain as that, but, we appreciate the pm and your feedback m8.
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Kabanellas
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Re: Clandemonium-(V.67, P.68)

Post by Kabanellas »

Updated version with the region number bonus info:

Large Version
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_16b_img.png[/bigimg]

Small Version
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_16a_img_small.png[/bigimg]
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Victor Sullivan
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Re: Clandemonium-(V.69, P.71)

Post by Victor Sullivan »

=D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>
This is the only map in FF that hasn't been beta quenched! Let's change this!
=D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>

-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

Scaling back on my CC involvement...
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MrBenn
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Re: Clandemonium-(V.69, P.71)

Post by MrBenn »

What's happening with the XML?
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Kabanellas
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Re: Clandemonium-(V.69, P.71)

Post by Kabanellas »

all in the hands of ManBungalow now........
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Teflon Kris
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Re: Clandemonium-(V.67, P.68)

Post by Teflon Kris »

iancanton wrote:for each clan, although it's possible to equalise the total neutrals between landing point and clan portal, i think it's not necessary unless beta shows some clans to have a clear advantage.

what do others think?

ian. :)


I agree Ian, total equality between start positions would potentially make games very predictable etc. - a slight variation is always good so that players / teams need to work out different tactics depending on where they start, makes it more interesting. Plenty of conquest-style maps have shown this.

:D
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RjBeals
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Re: Clandemonium-(V.69, P.71)

Post by RjBeals »

This map looks great. Curious if you created it at this size? Or did you create it larger, then scale it down to meet CC's size requirements?
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Kabanellas
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Re: Clandemonium-(V.69, P.71)

Post by Kabanellas »

Thanks Beal!

both were made side-by-side......... most of the time :)
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RjBeals
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Re: Clandemonium-(V.69, P.71)

Post by RjBeals »

Actually I was thinking - did you create the map at like 2000 pixels, and then reduce it down to the like 840 pixels to create the large version? Just because you have some details in there that look like they'd be hard to create at 840 px.
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grifftron
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Re: Clandemonium-(V.69, P.71)

Post by grifftron »

RjBeals wrote:Actually I was thinking - did you create the map at like 2000 pixels, and then reduce it down to the like 840 pixels to create the large version? Just because you have some details in there that look like they'd be hard to create at 840 px.


No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff
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Kabanellas
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Re: Clandemonium-(V.69, P.71)

Post by Kabanellas »

grifftron wrote:No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff


Actually I had to redo everything.

I use Adobe Fireworks for this type of work, so I exported your psd file as a simple image just to insert it in low opacity mode, into fireworks, to copy the region borders outline and placement. I draw all borderlines as vectors so I had to pin point them across the map keeping them as close as possible to your initial lay out :)


...the region lay out (and bordering) was kept as the original as much as possible :)

[bigimg]http://farm5.static.flickr.com/4010/4424622222_a6678d456e_o.jpg[/bigimg]

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_16b_img.png[/bigimg]
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grifftron
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Re: Clandemonium-(V.69, P.71)

Post by grifftron »

ah i see, well you did an amazing job then! =D>

-griff
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reptile
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Re: Clandemonium-(V.69, P.71)

Post by reptile »

looking better and better, keep it going guys
Kabanellas
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Re: Clandemonium-(V.69, P.71)

Post by Kabanellas »

Thanks reptile :)

Bungalow, any news on the XML ?
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Blitzaholic
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Re: Clandemonium-(V.69, P.71)

Post by Blitzaholic »

Kabanellas wrote:
grifftron wrote:No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff


Actually I had to redo everything.

I use Adobe Fireworks for this type of work, so I exported your psd file as a simple image just to insert it in low opacity mode, into fireworks, to copy the region borders outline and placement. I draw all borderlines as vectors so I had to pin point them across the map keeping them as close as possible to your initial lay out :)


...the region lay out (and bordering) was kept as the original as much as possible :)

[bigimg]http://farm5.static.flickr.com/4010/4424622222_a6678d456e_o.jpg[/bigimg]

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_16b_img.png[/bigimg]




wow kab, that looks awesome =D> =D> =D>
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ManBungalow
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Re: Clandemonium-(V.69, P.71)

Post by ManBungalow »

Kabanellas wrote:Thanks reptile :)

Bungalow, any news on the XML ?

Coming.

I've been very busy lately, and had to start all of the region coordinates over again X (
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MrBenn
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Re: Clandemonium-(V.69, P.71)

Post by MrBenn »

ManBungalow wrote:
Kabanellas wrote:Thanks reptile :)

Bungalow, any news on the XML ?

Coming.

I've been very busy lately, and had to start all of the region coordinates over again X (

Chipv's map xml wizard allows you to nudge them into the right place (although I guess even that would be problematic if they were all over the place)
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grifftron
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Re: Clandemonium-(V.70, P.72)

Post by grifftron »

Well you guys could always go back to the first draft of this map and just quench it already :lol:

[bigimg]http://farm3.static.flickr.com/2695/4197067144_5bf877ac8e_z.jpg?zz=1[/bigimg]

that was horrible
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