Page 5 of 18
Posted: Sat Oct 06, 2007 5:06 am
by cairnswk
jako wrote:edbeard wrote:Not a huge deal, but Bud's floor looks like a tile bathroom. Good colour though. Maybe it's just me. I'm fine with it either way though.
i agree. the colour is good but it really does look like a bathroom floor.
Attending to Bud's floor in next version...jako.
Posted: Sat Oct 06, 2007 5:09 am
by cairnswk
Night Strike wrote:Will the Dog House start neutral?
No Night Strike...i'm immensely not in favour of neutrals any more, unless it's for very specific terts war games, in this case i don't think it warrants starting as neutral.

Posted: Sat Oct 06, 2007 12:40 pm
by Night Strike
cairnswk wrote:Night Strike wrote:Will the Dog House start neutral?
No Night Strike...i'm immensely not in favour of neutrals any more, unless it's for very specific terts war games, in this case i don't think it warrants starting as neutral.

Starting out -1 doesn't warrant it???? It's a small map that -1 would really hurt unless you choose to take it.
Posted: Sat Oct 06, 2007 1:42 pm
by unriggable
cairnswk wrote:unriggable wrote:I think the neighbors should be mapmakers only. BTW clarify 'common areas'.
Common Areas unriggable

are areas "usually" shared by everyone.
In this case, they are marked on the map!
If it's the color you're talking about, it's unclear.
Posted: Sat Oct 06, 2007 5:49 pm
by Elijah S
I've probably spent more time in the doghouse than most, so questions regarding the doghouse should just be sent to me! j/k
Map's coming along nicely...
Night Strike wrote:Will the Dog House start neutral?
Madness (Our House) Version 6 Update
Posted: Sat Oct 06, 2007 6:44 pm
by cairnswk
Version 6 Update
What's Changed:
1. The legend
2. Dog house bonus
3. Path bonus addition plus side path
4. Some roses for mum in the front garden
5. Attack/Join through the sewerage system
6. New grass
7. New side bushes
8. Bud's Carpet
9. Some furniture - although don't know if this is overkill
10. Ummmm...think that's enough eh? Oh forget the neighbours new curtains.

So Dim can't get too much of a peek
What does everyone think?
Version 6 Small
Version 6 Large

Posted: Sat Oct 06, 2007 6:49 pm
by lalaland
how does sewage work around laundry/kitchen?
Posted: Sat Oct 06, 2007 6:56 pm
by cairnswk
lalaland wrote:how does sewage work around laundry/kitchen?
lalaland..thanks for popping into Our House....
it doesn't. it's only there to unite the Dunees.
Perhaps i'll take those pipes out around the kitchen laundry. Consider it done.
Posted: Sat Oct 06, 2007 7:29 pm
by DiM
time to get back to this map and give some more feedback.
1. i have no idea what "dunees" means. is that a real word?
2. the graphics are coming along nicely so not much comment there except for the sewers that aren't very clearly presented.
3. some connections are somewhat unclear.
a. master bedroom <> den hallway. it looks like there's an open door there but it also looks like there's a wall instead of the dotted ine you have in other places. or maybe i'm just tired and not seeing well.
b. front path 2 connects to DiM? and path 1 to enya and lackattack? i'm 100% they do but i feel it should be a bit more clear.
4. dog house +2?? for 1 terit? it already has a great strategical value by attacking all the paths and the neighbours. so i think the previous -1 was better. but i admit i didn't have time to read everything so there might be a good point to making it +2. i fail to see it though.
5. just noticed some graphic things so i have to say. the bed sheets look too texture heavy compared to the rest of the furniture. and the round thingies in the den are something strange. what are they supposed to be?
and some terit labels could use better centering not to hit the walls. like siss' access and bud's access. also if i know my english it's not siss's but rather siss'. without the final s.
edit// instead of drawing the sewage system why not say in the legend that any toilet can attack any other toilet. that should be clear enough and removing the sewage makes the map less cluttered.
Posted: Sat Oct 06, 2007 7:33 pm
by unriggable
Make army circles opaque!
Now I know what you mean by common areas. Awesome.
Posted: Sat Oct 06, 2007 7:42 pm
by cairnswk
A dunee, is the Aussie slang for toilet
Posted: Sat Oct 06, 2007 7:42 pm
by cairnswk
unriggable wrote:Make army circles opaque!
Now I know what you mean by common areas. Awesome.
Kewl...and comfortable. Good. I'm pleased!
Posted: Sat Oct 06, 2007 7:44 pm
by DiM
cairnswk wrote:A dunee, is the Aussie slang for toilet
good to know but i think other people will have trouble understanding the aussie slag

Posted: Sat Oct 06, 2007 7:48 pm
by cairnswk
DiM wrote:time to get back to this map and give some more feedback.
Thanks DiM.
1. i have no idea what "dunees" means. is that a real word?
Dunee is Aussie slang for toilet. I put it in because i wanted this map to not take itself so seriously but have that fun family perspective.
2. the graphics are coming along nicely so not much comment there except for the sewers that aren't very clearly presented.
edit// instead of drawing the sewage system why not say in the legend that any toilet can attack any other toilet. that should be clear enough and removing the sewage makes the map less cluttered.
Yes that's a good idea.
3. some connections are somewhat unclear.
a. master bedroom <> den hallway. it looks like there's an open door there but it also looks like there's a wall instead of the dotted ine you have in other places. or maybe i'm just tired and not seeing well.
b. front path 2 connects to DiM? and path 1 to enya and lackattack? i'm 100% they do but i feel it should be a bit more clear.
I'll fix.
4. dog house +2?? for 1 terit? it already has a great strategical value by attacking all the paths and the neighbours. so i think the previous -1 was better. but i admit i didn't have time to read everything so there might be a good point to making it +2. i fail to see it though.
well some people didn't think -1 was justified and would stop people wanting to go there....so i made it an incentive by itself.
5. just noticed some graphic things so i have to say. the bed sheets look too texture heavy compared to the rest of the furniture. and the round thingies in the den are something strange. what are they supposed to be?
and some terit labels could use better centering not to hit the walls. like siss' access and bud's access.
Yes, can fix those.
also if i know my english it's not siss's but rather siss'. without the final s.
Bugger DiM...that's the second time you've picked me up on that.
OK next version will reveal all above....soon.
Posted: Sat Oct 06, 2007 7:49 pm
by cairnswk
DiM wrote:cairnswk wrote:A dunee, is the Aussie slang for toilet
good to know but i think other people will have trouble understanding the aussie slag

Mmmmm, let's get that one right DiM.....there's a BIG difference between slang and slag.
EDIT/// maybe that could be the one "trick" in the map.
Posted: Sat Oct 06, 2007 8:14 pm
by DiM
cairnswk wrote:DiM wrote:cairnswk wrote:A dunee, is the Aussie slang for toilet
good to know but i think other people will have trouble understanding the aussie slag

Mmmmm, let's get that one right DiM.....there's a BIG difference between slang and slag.

yeah sorry my bad.
as i said i'm tired. it's 4.13 AM here

Posted: Sat Oct 06, 2007 8:22 pm
by cairnswk
DiM wrote:cairnswk wrote:DiM wrote:cairnswk wrote:A dunee, is the Aussie slang for toilet
good to know but i think other people will have trouble understanding the aussie slag

Mmmmm, let's get that one right DiM.....there's a BIG difference between slang and slag.

yeah sorry my bad.
as i said i'm tired. it's 4.13 AM here

no worries...yes i am also, although it's coming on midday here, but i've been up since 4am doing mod stuff and a little map stuff...so when everyone goes to bed soon in the northern hemisphere, i'll choof off down the supermarket and then have a granny nap this arvo.

Posted: Sat Oct 06, 2007 8:50 pm
by Night Strike
What are the borders for Dad's areas??? I can clearly see 2 borders, but could you clearly outline them.
Posted: Sat Oct 06, 2007 9:09 pm
by DiM
Night Strike wrote:What are the borders for Dad's areas??? I can clearly see 2 borders, but could you clearly outline them.
garage and bbq.
Posted: Sun Oct 07, 2007 12:59 am
by asl80
gotta get the hills hoist in there somewhere cairns!
(maybee the top left name could go to bottom right, butterfly could move to the next section to the left and you could have the hill's hoist top left?)
Posted: Sun Oct 07, 2007 1:04 am
by Night Strike
Just noticed: It should be "Siss's Suite", not "Siss's Sweet".
Path Bonus should be +5 and Dog House should be +1.
Posted: Sun Oct 07, 2007 2:36 am
by cairnswk
asl80 wrote:gotta get the hills hoist in there somewhere cairns!
(maybee the top left name could go to bottom right, butterfly could move to the next section to the left and you could have the hill's hoist top left?)
mmmm. luv to asl80...but i think this might be a fold away clothes line house...i think the HH would clutter up things too much.

Posted: Sun Oct 07, 2007 2:40 am
by cairnswk
Night Strike wrote:Just noticed: It should be "Siss's Suite", not "Siss's Sweet".
Path Bonus should be +5 and Dog House should be +1.
Fixing the Suite Night Strike...thanks for that pickup...big blunderbus me
I really want the dog to have +2 so he can hit the neighbours etc...but i will increase the paths to +4....dog has lot of territory to cover.
Version 7 Update
Posted: Sun Oct 07, 2007 3:12 am
by cairnswk
Version 7 Update.
These maps have now been split into two version, so any updates from here on in have to be completed on two maps.
Small V7
Large V7

Posted: Sun Oct 07, 2007 3:28 am
by cena-rules
looking good man
I love the map and bonuses