Page 6 of 11
Posted: Sun Nov 18, 2007 3:18 pm
by serious_conq
I think it's a great map, however I have complaints about the lines that link the planets together (where you can attack other planet's territories), but since changing that would ruin the whole map it wouldn't work at all...
I think the map itself is great so no further complaints here, just questions. How the hack are you supposed to hold those sattelite-like thingies that cannot attack planets, but planets can attack them

but thats practical stuff...
Posted: Sun Nov 18, 2007 3:40 pm
by yamahafazer
serious_conq wrote:I think it's a great map, however I have complaints about the lines that link the planets together (where you can attack other planet's territories), but since changing that would ruin the whole map it wouldn't work at all...
I think the map itself is great so no further complaints here, just questions. How the hack are you supposed to hold those sattelite-like thingies that cannot attack planets, but planets can attack them

but thats practical stuff...
But they do!! there's an arrow from them...
Posted: Tue Nov 20, 2007 12:37 am
by bloknayrb
Come on guys...
Posted: Tue Nov 20, 2007 1:31 am
by Aerial Attack
Blocky,
Before you can get to Final Forge you need to do the following:
1) Create a Small Map. Haven't seen one yet. OR if this is the small map - you need to make a large one. Issues will arise just from scrunching or expanding the map. I believe this is the large one, so the crowding issues that were brought up earlier will definitely have the potential to be back in play.
2) Create versions of both maps with army numbers (88) on every circle - just to see where they should be centered. After this is done, then you'll know the coordinates to use in the XML. This also helps to check that colors are easily distinguishable from one another [also gives the seeing impaired a chance to comment on whether or not it looks good].
You may have to do step 2 a few times - as people will sometimes want to see the same army circle with different army number colors.
3) No one has commented on the bonus structure as of yet, I have to admit - I haven't counted the territories or defense points or other criteria. So, that needs to be done as well.
Looking good so far.
Posted: Tue Nov 20, 2007 2:02 am
by Unit_2
wow, that is alot better
Posted: Tue Nov 20, 2007 7:31 am
by bloknayrb
The small map isn't a problem, I already got a technique down pat for that. Ill get to work on the versions with numbers, although since I used the 22 px circles, centering the armies shouldn't be too much of a problem.
I'll post both versions later today.
Posted: Tue Nov 20, 2007 8:32 am
by yamahafazer
I think that the bonuses for all the planets should go up by 1 and take the bonus for each ness down by 1... otherwise you'll never hold a planet...
The bonus for the nesses... do they go ortamaticly onto the ness??
Posted: Tue Nov 20, 2007 8:46 am
by bloknayrb
The bonus is for holding ALL of the Ness's, which is why it's so high, since all of the planets can bombard them.
Posted: Tue Nov 20, 2007 1:13 pm
by Aerial Attack
Bonus deconstruction:
Ness objects: 6 terrs, 6 defense points (1 accessible), 6 attacks points (7 accessible) = 5
Prax planet: 3 terrs, 2 defense points, 1 attack point, 1 bombard = 1
Praetos planet: 5 terrs, 3 defense points, 2 attack points, 1 bombard = 2
Halo planet: 6 terrs, 4 defense points, 2 attack points, 1 bombard = 3
Halo w/ rings: 8 terrs, 5 defense points, 3 attack points, 1 bombard = 5
Halo rings only: 2 terrs, 2 defense points (3 accessible), 2 attack points (3 accessible) = 1 [pretty much the same as Prax]
Omicron planet: 7 terrs, 3 defense points (4 accessible), 1 attack point, 1 bombard = 4
Pheris planet: 10 terrs, 5 defense points, 4 attack points, 1 bombard = 6
If you absolutely must have Prax be 2, then inflate everything by 1 (Pheris possibly by 2).
The 7 terrs accessible to attack really make the Ness too valuable if you give them the biggest bonus too.
EDIT: I added a row for the rings by themselves (not quite as valuable/bonus worthy)
Posted: Tue Nov 20, 2007 2:05 pm
by bloknayrb
Ok... I see what you mean about the Ness's, but I think that the difficulty of holding them all counterbalances the large bonus and the many attack points.
Also, my intent wasn't for the rings to be an added bonus to Halo, rather they have their own bonus.
Last but not least, I think it makes sense for Prax to have a bonus of two. It has two points to has to defend... Anyway, I'll look into revising the bonuses, I'll update tonight.
Posted: Wed Nov 21, 2007 3:49 am
by yamahafazer
Great... keep going this is a
realy cool map...

Posted: Wed Nov 21, 2007 3:43 pm
by Ninjastar13
Hey everyone sorry bloknayrb didnt post the update, something came up and he couldnt but no worries an update will be posted very shortly, so for all those waiting with bated breath i ask for a little more patience.
Posted: Wed Nov 21, 2007 10:32 pm
by AndyDufresne
I look forward to you next update...!
--Andy
Posted: Thu Nov 22, 2007 4:07 am
by yamahafazer
huuu heeee huuuu heeeeeeeeeeee...........
(I'm going blue!!!!!)
^^^thought buble^^^
Posted: Thu Nov 22, 2007 9:20 am
by Ninjastar13
Breathe yamahafazer, breathe..........
Posted: Thu Nov 22, 2007 9:28 am
by bloknayrb
Sorry everyone, things are busy at home...
Posted: Mon Nov 26, 2007 12:21 pm
by bloknayrb
Aerial Attack wrote:Bonus deconstruction:
Ness objects: 6 terrs, 6 defense points (1 accessible), 6 attacks points (7 accessible) = 5
Prax planet: 3 terrs, 2 defense points, 1 attack point, 1 bombard = 1
Praetos planet: 5 terrs, 3 defense points, 2 attack points, 1 bombard = 2
Halo planet: 6 terrs, 4 defense points, 2 attack points, 1 bombard = 3
Halo w/ rings: 8 terrs, 5 defense points, 3 attack points, 1 bombard = 5
Halo rings only: 2 terrs, 2 defense points (3 accessible), 2 attack points (3 accessible) = 1 [pretty much the same as Prax]
Omicron planet: 7 terrs, 3 defense points (4 accessible), 1 attack point, 1 bombard = 4
Pheris planet: 10 terrs, 5 defense points, 4 attack points, 1 bombard = 6
If you absolutely must have Prax be 2, then inflate everything by 1 (Pheris possibly by 2).
The 7 terrs accessible to attack really make the Ness too valuable if you give them the biggest bonus too.
EDIT: I added a row for the rings by themselves (not quite as valuable/bonus worthy)
How about this?

Posted: Mon Nov 26, 2007 6:04 pm
by Aerial Attack
blocky,
I'm glad you decided to go with my bonuses - you didn't have to.
1a) I think you need to make the font a little smaller for the Halo bonus explanation. Also, as it is now - people will think it's +6 for Halo + rings (instead of +5).
1b) Try "Halo +5: planet+3, rings +1, both +1" - not sure if that should be one or two lines. Not sure if it should be inside parenthesis.
2) Halo explanation crowds the one way attack arrow in the legend. Expand the arrow - you have plenty of room - and make "one way attack" all on 1 line under the arrow
Keep up the good work.
Posted: Tue Nov 27, 2007 10:23 am
by yamahafazer
uummmm... what changes did you make again....
but it dose look butifull nun the less... good work... I love this map

Posted: Tue Nov 27, 2007 11:32 am
by bloknayrb
I changed the bonuses to what aerial attack suggested, since they mostly made sense. I think the next update will be numbers in the army circles.
Posted: Tue Nov 27, 2007 1:12 pm
by bloknayrb
Added army numbers:

Great!
Posted: Tue Nov 27, 2007 1:19 pm
by Pietros
Looks brilliant!
I'd love to play this map, looks interesting and you've got the right idea for the area bonuses.
Keep it up.
Posted: Tue Nov 27, 2007 5:00 pm
by Aerial Attack
Very nice!
1) the Halo and ring bonus could still be slightly confused How about if you had the rings statements [now on 2 lines] aligned with the Bombard statements above it
So it would be like this:
Code: Select all
]
HALO
____
| | +3 rings +1
|____| w/ Halo +2
That box is my fugly replacement for your planet image.
2) I really like the map test. red, blue, pink, and yellow look excellent. Neutral (gray) seems like it's going to be a slight problem. Can you try the following possibles - just so people who can't see great can comment:
Erch - green
Ness1 - neutral
Klahm - neutral
Glayr - teal
Ness0 - yellow
Ness5 - neutral
Willey - neutral
Droonk'n - teal
Keep everything else as is - they look good.
3) Don't forget - they need a small map [with numbers] too !!!
Posted: Tue Nov 27, 2007 6:30 pm
by Ninjastar13
When he gets outta class, he'll work on what you wanted and we do have a small version just without numbers, he'll put those in.... so thanks aerial attack and will get both up soon.
Posted: Wed Nov 28, 2007 12:59 am
by bloknayrb
Aerial Attack wrote:Very nice!
1) the Halo and ring bonus could still be slightly confused How about if you had the rings statements [now on 2 lines] aligned with the Bombard statements above it
So it would be like this:
Code: Select all
]
HALO
____
| | +3 rings +1
|____| w/ Halo +2
That box is my fugly replacement for your planet image.
2) I really like the map test. red, blue, pink, and yellow look excellent. Neutral (gray) seems like it's going to be a slight problem. Can you try the following possibles - just so people who can't see great can comment:
Erch - green
Ness1 - neutral
Klahm - neutral
Glayr - teal
Ness0 - yellow
Ness5 - neutral
Willey - neutral
Droonk'n - teal
Keep everything else as is - they look good.
3) Don't forget - they need a small map [with numbers] too !!!
