Island of Doom
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: Island of Doom [10.Jan.12] - V14 - p1&12
Go go go!
--Andy
--Andy
- thenobodies80
- Posts: 5400
- Joined: Wed Sep 05, 2007 4:30 am
- Gender: Male
- Location: Milan
Re: Island of Doom [10.Jan.12] - V14 - p1&12
Not a great fan of the signatures, but I'm not going to bitch about how you want to put your signature on a map.....so
Last Call
The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. If you have any other concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be stamped and submitted for the Beta period.
Please, post questions and concerns if any.
thenobodies80
Last Call
The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. If you have any other concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be stamped and submitted for the Beta period.
Please, post questions and concerns if any.
thenobodies80
Re: Island of Doom [10.Jan.12] - V14 - p1&12
Looks good from first look. The writing at the bottom could be made a bit clearer tho.

- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: Island of Doom [10.Jan.12] - V14 - p1&12
Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.
In terms of legibility or clarity of gameplay (comprehension)?
--Andy
- macbone
- Posts: 6217
- Joined: Wed Jun 03, 2009 7:12 pm
- Gender: Male
- Location: Running from a cliff racer
- Contact:
Re: Island of Doom [10.Jan.12] - V14 - p1&12
This map looks like it'll be a ton of fun to play. Looking good, guys!
Re: Island of Doom [10.Jan.12] - V14 - p1&12
I think chewie is taking about font clarity, military especially needs sharpening and maybe a slight change in hue it's a little messed around the bottom compared with therest of the map.
Great work DiM loving the recent map work, wishing I had the same level of skill
Great work DiM loving the recent map work, wishing I had the same level of skill

Minister for War
- D00MandD3A7H
- Posts: 234
- Joined: Tue Mar 22, 2011 5:55 pm
- Gender: Male
- Location: Launched from : Florida | Destination : UAC Headquarters on Mars
Re: Island of Doom [10.Jan.12] - V14 - p1&12
I'm ready for some BETA action!!
Re: Island of Doom [10.Jan.12] - V14 - p1&12
AndyDufresne wrote:Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.
In terms of legibility or clarity of gameplay (comprehension)?
--Andy
Since I made that post have you cleared up the writing which describes the bonuses?
When I first looked at the map (the first one on page 1) the bonus description was difficult to read in the style and colour contrst in the background.
Its one of my bugbears on new complicated maps when the bonus description is little hazy.
The map looks great by the way, looking forward to giving it a go.

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Island of Doom [10.Jan.12] - V14 - p1&12
Chewie1 wrote:AndyDufresne wrote:Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.
In terms of legibility or clarity of gameplay (comprehension)?
--Andy
Since I made that post have you cleared up the writing which describes the bonuses?
When I first looked at the map (the first one on page 1) the bonus description was difficult to read in the style and colour contrst in the background.
Its one of my bugbears on new complicated maps when the bonus description is little hazy.
The map looks great by the way, looking forward to giving it a go.
i was waiting for you to clarify andy's question.
unfortunately i still can't tell if you're unable to read the text because graphically it's hard to read or if the wording is hazy. or maybe both.
tell me what you want me to do and i'll try to accommodate your concerns.
“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Island of Doom [10.Jan.12] - V14 - p1&12
i improved the legibility of the text. i hope it's ok now.
large:
[bigimg]http://img580.imageshack.us/img580/2506/islandofdooml.png[/bigimg]
small:
[bigimg]http://img838.imageshack.us/img838/2802/islandofdooms.png[/bigimg]
large:
[bigimg]http://img580.imageshack.us/img580/2506/islandofdooml.png[/bigimg]
small:
[bigimg]http://img838.imageshack.us/img838/2802/islandofdooms.png[/bigimg]
“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
- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: Island of Doom [20.Feb.12] - V15 - p1&13
DiM, sorry for the late comments but........
Your connections are made to look like footsteps (correct), if so, is everyone playing Jesus as he was the only one that could walk on water.
Next to Bilof, you have what I presume is a dock for that connection to Ri, but have it no where else.
So how about a different look over the water (ships wake might look nice) and putting the docks elsewhere.
Your volcano looks like it has red ribbons coming out with the steam. Thats OK but the steam/smoke/ash should be darker and over the volcano.
Your connections are made to look like footsteps (correct), if so, is everyone playing Jesus as he was the only one that could walk on water.
Next to Bilof, you have what I presume is a dock for that connection to Ri, but have it no where else.
So how about a different look over the water (ships wake might look nice) and putting the docks elsewhere.
Your volcano looks like it has red ribbons coming out with the steam. Thats OK but the steam/smoke/ash should be darker and over the volcano.

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Island of Doom [20.Feb.12] - V15 - p1&13
koontz1973 wrote:DiM, sorry for the late comments but........
Your connections are made to look like footsteps (correct), if so, is everyone playing Jesus as he was the only one that could walk on water.
Next to Bilof, you have what I presume is a dock for that connection to Ri, but have it no where else.
So how about a different look over the water (ships wake might look nice) and putting the docks elsewhere.
this has already been discussed as far as i remember. the idea is that it's better for consistency to have it like this. the footsteps are a graphical representation for travelling and they don't necessarily mean walking. maybe in some places they crawl, in others they swim or use a boat, heck they might even find a horse and use it. would i have to put different connections for all of them? imagine what a mess would be. the connections are just that, a connection and nothing more. i simply wanted to use something different than simple line.
koontz1973 wrote:Your volcano looks like it has red ribbons coming out with the steam. Thats OK but the steam/smoke/ash should be darker and over the volcano.
the "red ribbons" are actually streams of lava going down the volcano's side where they meet in the water and produce more steam.
something like this:
so the volcano is no longer spewing ash and smoke it's just slowly pouring out lava. the first stage of the eruption is over so the smoke you see on the map is actually just some steam from where the water hits the ocean and gets drifted by the wind. there's no point for it to be black.
“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
- natty dread
- Posts: 12877
- Joined: Fri Feb 08, 2008 8:58 pm
- Location: just plain fucked
Re: Island of Doom [20.Feb.12] - V15 - p1&13
Dim, you should colour the entire map black. Realistically, the whole island would be covered by a cloud of volcanic ash by now!

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Island of Doom [20.Feb.12] - V15 - p1&13
dang you should have said that from the start. it would have been much easier 
“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
Re: Island of Doom [20.Feb.12] - V15 - p1&13
DiM wrote:dang you should have said that from the start. it would have been much easier
would be very hard for me to get the positions right though.
[bigimg]http://sense4seo.nl/signatures/sig-zimmah.jpg[/bigimg]
Re: Island of Doom [20.Feb.12] - V15 - p1&13
The text is purrrfect now!!
- thenobodies80
- Posts: 5400
- Joined: Wed Sep 05, 2007 4:30 am
- Gender: Male
- Location: Milan
Re: Island of Doom [20.Feb.12] - V15 - p1&13
- Beta - Quenching
---The Final Forge period has concluded for the Island of Doom Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).
Conquer Club, enjoy!

While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
- 1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
thenobodies80
- Victor Sullivan
- Posts: 6010
- Joined: Mon Feb 08, 2010 8:17 pm
- Gender: Male
- Location: Columbus, OH
- Contact:
Re: Island of Doom [20.Feb.12] - V15 - p1&13
-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: Island of Doom [20.Feb.12] - V15 - p1&13
I might give this map a shot...it doesn't look too hard to learn the nuances of it. Maybe a team game would help me learn it better.
--Andy
--Andy
Re: Island of Doom [20.Feb.12] - V15 - p1&13

Highest Rank: 60 (Brigadier) Score: 3139 Date: March 26th 2010
Winner of Official 2010 CC World Cup - Singles & Official 200 Maps Tournament
-
ManBungalow
- Posts: 3431
- Joined: Sun Jan 13, 2008 7:02 am
- Location: On a giant rock orbiting a star somewhere
Re: Island of Doom [20.Feb.12] - V15 - p1&13
This map is more difficult to play than it has to be. It's quite uncomfortable trying to scan the map and identify where troops are at a glance, especially in relation to the bonuses.
If I were to pick two faults which I feel cause this issue, they would be as follows:
> The map is so obnoxiously oversized that I can't fit all of the troops into one frame at any one time without buying a new monitor or changing my resolution. You may have to compromise the graphics slightly in order to make the game more fun.
> The background (meaning the land, not the water in particular) colours have such extreme contrast that they are visually distracting. Please tone it down slightly. The vivid colours are brought to the forefront of the image in my mind, forcing the attack routes into a second banana position (figuratively).
If I were to pick two faults which I feel cause this issue, they would be as follows:
> The map is so obnoxiously oversized that I can't fit all of the troops into one frame at any one time without buying a new monitor or changing my resolution. You may have to compromise the graphics slightly in order to make the game more fun.
> The background (meaning the land, not the water in particular) colours have such extreme contrast that they are visually distracting. Please tone it down slightly. The vivid colours are brought to the forefront of the image in my mind, forcing the attack routes into a second banana position (figuratively).
- crazymilkshake5
- Posts: 745
- Joined: Tue Aug 09, 2011 3:30 pm
- Gender: Male
- Location: Georgia.
Re: Island of Doom [20.Feb.12] - V15 - p1&13
Am i actually the first to find a glitch in the map??? i have to take this moment and savor it...
...
...
...
...
...
Military base auto drop 1 not 2, cheers!
...
...
...
...
...
Military base auto drop 1 not 2, cheers!
highscore


- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Island of Doom [20.Feb.12] - V15 - p1&13
crazymilkshake5 wrote:Am i actually the first to find a glitch in the map??? i have to take this moment and savor it...
...
...
...
...
...
Military base auto drop 1 not 2, cheers!
not a glitch. base gets+2 but then loses 1 for being inside the circle of infestation.
“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



