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

Posted: Thu Sep 09, 2010 3:29 pm
by Kabanellas
ok Blitz, let me take a look at it :)

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

Posted: Fri Sep 17, 2010 3:03 am
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]

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

Posted: Sat Sep 18, 2010 7:22 am
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. :)

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

Posted: Mon Sep 20, 2010 5:20 pm
by Blitzaholic
I think it looks pretty good, we can try it out beta, I like the table Kab.

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

Posted: Tue Sep 21, 2010 6:09 am
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

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

Posted: Thu Sep 23, 2010 1:45 am
by grifftron
Can we try it out in BETA and see how it plays? then make changes if needed?

Hope so soon!

-griff

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

Posted: Fri Sep 24, 2010 4:28 am
by Big Whiskey
This map has come a long way.Can't wait to try it out.Well done guys.

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

Posted: Sat Sep 25, 2010 2:34 pm
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.
Image


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.

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

Posted: Wed Sep 29, 2010 5:53 am
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]

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

Posted: Wed Sep 29, 2010 3:11 pm
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

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

Posted: Thu Sep 30, 2010 4:17 pm
by MrBenn
What's happening with the XML?

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

Posted: Thu Sep 30, 2010 4:35 pm
by Kabanellas
all in the hands of ManBungalow now........

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

Posted: Sat Oct 02, 2010 9:17 am
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

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

Posted: Sat Oct 02, 2010 7:51 pm
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?

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

Posted: Sun Oct 03, 2010 2:17 am
by Kabanellas
Thanks Beal!

both were made side-by-side......... most of the time :)

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

Posted: Sun Oct 03, 2010 6:39 am
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.

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

Posted: Sun Oct 03, 2010 10:02 am
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

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

Posted: Sun Oct 03, 2010 12:51 pm
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]

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

Posted: Mon Oct 04, 2010 9:34 pm
by grifftron
ah i see, well you did an amazing job then! =D>

-griff

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

Posted: Tue Oct 05, 2010 8:57 pm
by reptile
looking better and better, keep it going guys

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

Posted: Wed Oct 06, 2010 3:01 am
by Kabanellas
Thanks reptile :)

Bungalow, any news on the XML ?

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

Posted: Wed Oct 06, 2010 4:11 pm
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>

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

Posted: Fri Oct 08, 2010 5:39 pm
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 (

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

Posted: Fri Oct 08, 2010 6:16 pm
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)

Re: Clandemonium-(V.70, P.72)

Posted: Sat Oct 16, 2010 9:33 am
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