Supermax: Prison Riot! [Quenched]
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I think I prefer this small version over the other. A couple of issues I can spot though.
Numbers on circles look pretty ordinary in just about every case. Could you possibly go just one solid colour per circle, rather than multiple colours.
Some circles seem to have been distorted in the shrink. The Gas Chamber is most notable, but there are others as well.
Also, how do the numbers go with the Guards in this small version?
Numbers on circles look pretty ordinary in just about every case. Could you possibly go just one solid colour per circle, rather than multiple colours.
Some circles seem to have been distorted in the shrink. The Gas Chamber is most notable, but there are others as well.
Also, how do the numbers go with the Guards in this small version?
KEYOGI wrote:I think I prefer this small version over the other. A couple of issues I can spot though.
Numbers on circles look pretty ordinary in just about every case. Could you possibly go just one solid colour per circle, rather than multiple colours.
I much prefer the multi color as it gives the inamtes some ethnic flavor, rather than the italians being just green or something. im sure it will look better with numbers besides the superwide 88, especially single digits
Some circles seem to have been distorted in the shrink. The Gas Chamber is most notable, but there are others as well.
yeah i can clean those up
Also, how do the numbers go with the Guards in this small version?
um, there are digits on the guards in cell block D, that is how they will look. although the guards will have a 3 neutral to start
mibi wrote:um, there are digits on the guards in cell block D, that is how they will look. although the guards will have a 3 neutral to start
My mistake. I think the guard numbers are the easiest to read, which backs up the simplified colour scheme idea and perhaps bump up the circle size a pixel or two as Coleman and edbeard suggested.
1 pixel in all 4 directions should be plenty, and doable.
Some moving would need to take place though.
Cell Block A looks fine but in Cell Block B: General Kong would need to move up a little, Chico and Randolf would need to move apart a little, and Dextor would probably need to move down a little.
Cell Block C looks fine, but in D Clive would need to move right a little, Satsu and Loco would need to move apart a little, and Ricky and Roy would need to move a part a little.
In Gen Pop the obvious 3 or 4 close pairs would need to move apart a little, but I won't list them. The rest looks like it should be fine.
Some moving would need to take place though.
Cell Block A looks fine but in Cell Block B: General Kong would need to move up a little, Chico and Randolf would need to move apart a little, and Dextor would probably need to move down a little.
Cell Block C looks fine, but in D Clive would need to move right a little, Satsu and Loco would need to move apart a little, and Ricky and Roy would need to move a part a little.
In Gen Pop the obvious 3 or 4 close pairs would need to move apart a little, but I won't list them. The rest looks like it should be fine.
Warning: You may be reading a really old topic.
Triple digits should be fine and I think its ridiculous that they are making map artists consider them now.
As far as the names being easy to read... Well, the white on the legend is very very easy to read. But I'm not sure if (actually I'm pretty sure he doesn't) mibi wants to change all the black text to white text.
Also guard 003 feels left out. Nobody cares about Ramon though.
As far as the names being easy to read... Well, the white on the legend is very very easy to read. But I'm not sure if (actually I'm pretty sure he doesn't) mibi wants to change all the black text to white text.
Also guard 003 feels left out. Nobody cares about Ramon though.
Warning: You may be reading a really old topic.
- JEWSEEPHISH
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circles
I think the circles look better because there's no shade gradient. I wonder if you could add the third color????
- JEWSEEPHISH
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legend
are you going to change the circles on the legend???
Looks good
Over all this map is looking great at the large size....small.............I wouldn't want to play it ..... I personally think it is the overall brightness of the map....I know you wanted a dark horrific prison riot feel..... but there is something to a Brightly colored Desert Prison look ..
Remember... Natural born killers... That prison break was very brightly portrayed and horrific as well...
Maybe for the small you could flip it and have the colors done differently to make it read better
Remember... Natural born killers... That prison break was very brightly portrayed and horrific as well...
Maybe for the small you could flip it and have the colors done differently to make it read better
Re: Looks good
Keredrex wrote:Over all this map is looking great at the large size....small.............I wouldn't want to play it ..... I personally think it is the overall brightness of the map....I know you wanted a dark horrific prison riot feel..... but there is something to a Brightly colored Desert Prison look ..
Remember... Natural born killers... That prison break was very brightly portrayed and horrific as well...
Maybe for the small you could flip it and have the colors done differently to make it read better
Well the small isn't meant for an optimum playing experience, is mostly there to provide basic functionality with in the size limits. The names are all readable and if a player can't read a particular name then they can easily switch to the large map. Thte darkness will remain as it accomplished the feel i want. I bright and light prison would look and feel more like a hospital. Somehow i don't think oliver stone would make good cc maps.
- JEWSEEPHISH
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quebch??
does this mean it's done???
mibi wrote:Well the small isn't meant for an optimum playing experience, is mostly there to provide basic functionality with in the size limits. The names are all readable and if a player can't read a particular name then they can easily switch to the large map.
I'm sorry, but that's unacceptable. I understand losing some detail for the small version, but it still needs to be clear and pleasing to the eye. Less detail does not equal less quality. The only place I see it as an issue though is the territory names and the circles still.
I seem to be the only one having problems with the army numbers and the coloured circles, so I guess that's not an issue.
- unriggable
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KEYOGI wrote:mibi wrote:Well the small isn't meant for an optimum playing experience, is mostly there to provide basic functionality with in the size limits. The names are all readable and if a player can't read a particular name then they can easily switch to the large map.
I'm sorry, but that's unacceptable. I understand losing some detail for the small version, but it still needs to be clear and pleasing to the eye. Less detail does not equal less quality. The only place I see it as an issue though is the territory names and the circles still.
I seem to be the only one having problems with the army numbers and the coloured circles, so I guess that's not an issue.
whats your point keyogi? do you think the type is unclear and unpleasant to the eye? and if you do, how do you suggest changing it without increasing the size?
Re: quebch??
unriggable wrote:JEWSEEPHISH wrote:does this mean it's done???
Far from it.
hah, yeah... the foundry process takes months and months, when its moving at all. if this map makes into the final forge due to the size limitations it will probably just languish there for ages and every so often someone will make a random suggestion so as to appear like its a still a work in process. meanwhile my kids will have grown up and I will have gone on to other things. by the time this map is finally quenched there will be something bigger and better to keep the constantly shifting masses entertained.
Re: quebch??
mibi wrote:The foundry process takes months and months, when its moving at all. If this map makes into the final forge due to the size limitations it will probably just languish there for ages and every so often someone will make a random suggestion so as to appear like its a still a work in process. In the meanwhile my kids will have grown up and I will have gone on to other things. By the time this map is finally quenched there will be something bigger and better to keep the constantly shifting masses entertained.
This needs its own post and a sticky.
Warning: You may be reading a really old topic.
the image in the post of the 22nd august looks fine even to my shonky eyes.
And i agree with mibi, we'll all be well over these maps, if not the game, if we don't give them a crack soon.
P.s - although, maybe mibi, your creation is one for posterity. Perfect it over the next fifteen years and maybe your kids will enjoy it.
I'm going to have some kids just for that cause.
In conclusion; I think it's time to forge and quench the better maps like these (i.e. omaha beach looks exciting too - how far's that one off, or some goes?)
Is getting the graphics perfect that impotant?
(A genuine question, not been a programmer/creator/even much of a gamer)
And i agree with mibi, we'll all be well over these maps, if not the game, if we don't give them a crack soon.
P.s - although, maybe mibi, your creation is one for posterity. Perfect it over the next fifteen years and maybe your kids will enjoy it.
I'm going to have some kids just for that cause.
In conclusion; I think it's time to forge and quench the better maps like these (i.e. omaha beach looks exciting too - how far's that one off, or some goes?)
Is getting the graphics perfect that impotant?
(A genuine question, not been a programmer/creator/even much of a gamer)
- DiM
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asl80 wrote:Is getting the graphics perfect that impotant?
yep CC has made a tradition of having perfect graphics.
“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
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this is a very interesting map that will probably not be available for live play for a long time. in this debate i really have to be split and agree with both sides.
keyogi is right, the names are unreadable (or at least very hard to read) and the army circles are a real burden on the eyes.for example in the yard the blue numbers on bishop and tyler are really hard to see. and also i cen't tell if bishop and tyler are from the same gang or they are from aryan and black guerilla. i tend to think they are from 2 gangs but i'm not sure. point is the small map in it's current state is very difficult to play and very frustrating. so if i were a mod i'd definitely not quench it.
but mibi is also right. there's nothing he can do to make the circles and the names bigger and still fit in the size limits. i believe this is the best that can be done considering the current size limits and to be honest it would be a shame to lose this map (also troy) because of such restrictions.
wicked said there are discussions going on on the size restrictions and hopefully soon we'll have a solution on our hands. i'd personally put this map on hold and wait for that solution.
keyogi is right, the names are unreadable (or at least very hard to read) and the army circles are a real burden on the eyes.for example in the yard the blue numbers on bishop and tyler are really hard to see. and also i cen't tell if bishop and tyler are from the same gang or they are from aryan and black guerilla. i tend to think they are from 2 gangs but i'm not sure. point is the small map in it's current state is very difficult to play and very frustrating. so if i were a mod i'd definitely not quench it.
but mibi is also right. there's nothing he can do to make the circles and the names bigger and still fit in the size limits. i believe this is the best that can be done considering the current size limits and to be honest it would be a shame to lose this map (also troy) because of such restrictions.
wicked said there are discussions going on on the size restrictions and hopefully soon we'll have a solution on our hands. i'd personally put this map on hold and wait for that solution.
“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


