Page 7 of 17

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 5:07 pm
by cairnswk
edbeard wrote:sorry to be abrasive but I'm just bringing things up that people will complain about when it goes live (this is really what I focus on with my feedback). better for me to do it here than 20 people after it's quenched!


as always ed i appreciate your input

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 6:10 pm
by cairnswk
Orange has been adjusted, as have some legend colours...please refresh your browser.
Image

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 6:23 pm
by edbeard
first of all Image


a couple questions and thoughts/ideas

1. does wicked the witch border the Tombstone Terrace? I ask because the moon seems to act like the territory area. If so, this gets to my next point.

2. how about making the Witches' Way area into the orange spot. This way, the moon can be made into an orange like colour making it more scary and halloween like.

3. How about making the impassable coffins block the border from Wolverine to Jack O'Lantern (misspelled on the map as Latern btw). This'll make the Animal Farm area more holdable I think.

4. Have you made any decision as to my Spider gives a bonus and extra bonuses for each region you hold instead of it being a way to attack all over the map? It does make for unique gameplay by having one very important territory that can go almost anywhere but seems to make everything almost impossible to hold. I personally don't like needing to put armies on all of my territories in a continent (a la Waterloo).

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 7:01 pm
by cairnswk
edbeard wrote:first of all Image


a couple questions and thoughts/ideas

1. does wicked the witch border the Tombstone Terrace? I ask because the moon seems to act like the territory area. If so, this gets to my next point.

boes witch border tt...yes; moon & witch are one in the same thing really.

2. how about making the Witches' Way area into the orange spot. This way, the moon can be made into an orange like colour making it more scary and halloween like.

so you want to swap witched way to orange and make death's door red? Yes that is doable.
3. How about making the impassable coffins block the border from Wolverine to Jack O'Lantern (misspelled on the map as Latern btw). This'll make the Animal Farm area more holdable I think.

OK, can do and fix the spelling.

4. Have you made any decision as to my Spider gives a bonus and extra bonuses for each region you hold instead of it being a way to attack all over the map? It does make for unique gameplay by having one very important territory that can go almost anywhere but seems to make everything almost impossible to hold. I personally don't like needing to put armies on all of my territories in a continent (a la Waterloo).


no i hadn't made any decision....but here's the go with the spider.
the riddle says the spider can bite you (not eat you) that means (and this would be something that is up for debate but i was planning to do) was to make the spider only able to attack neighbouring terts, but bombard every other tert on the web - that was the part about the bite you (not eat you) subtle i know.
i do like your suggestion, but what about mine. i think that would make it more imperitive for everyone to get the spider, and spider with only limited resources isn't going to be able to attack everyone all the time.

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 7:12 pm
by edbeard
well the orange and red switch only makes sense (in terms of putting in the work) if the moon is going to be given an orange look to it. Though, this might be a bad idea since the moon looks good now. I dunno. The idea of an orange moon seems halloweeny to me.

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 7:38 pm
by cairnswk
edbeard wrote:well the orange and red switch only makes sense (in terms of putting in the work) if the moon is going to be given an orange look to it. Though, this might be a bad idea since the moon looks good now. I dunno. The idea of an orange moon seems halloweeny to me.


OK...we'll see if there is any other feedback from others who want it changed.

Apart from that, did you read about the pssss(ed)ider??

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 7:42 pm
by edbeard
I did but personally I prefer not being able to attack (or bombard) all over the map. That's one of the things about Waterloo that's annoying at times. You have to hold every territory in your continent because of the artillery.

It's definitely unique but not a personal preference of mine.


With regard to the riddle, saying bite but not eat seems a bit of a stretch as a legend instruction.

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Mon Aug 25, 2008 7:56 pm
by cairnswk
4. Have you made any decision as to my Spider gives a bonus and extra bonuses for each region you hold instead of it being a way to attack all over the map? It does make for unique gameplay by having one very important territory that can go almost anywhere but seems to make everything almost impossible to hold. I personally don't like needing to put armies on all of my territories in a continent (a la Waterloo).


edbeard wrote:I did but personally I prefer not being able to attack (or bombard) all over the map. That's one of the things about Waterloo that's annoying at times. You have to hold every territory in your continent because of the artillery.

It's definitely unique but not a personal preference of mine.


With regard to the riddle, saying bite but not eat seems a bit of a stretch as a legend instruction.


OK....then let's put your slant on it for the spider giving a bonus and extra bonus for each region (i take it you mean continent there or do you mean tert)

Re: HALLOWEEN HOLLOWS V13 (P10) - Adjustments

Posted: Wed Aug 27, 2008 7:30 pm
by wcaclimbing
could you explain what attacks the witch, or make it easier to understand from the map itself?
Cause I was confused about that also, until I read your response a few posts ago. I thought the moon was just part of the background.

Re: HALLOWEEN HOLLOWS V14 (P10)

Posted: Wed Aug 27, 2008 8:00 pm
by cairnswk
wcaclimbing wrote:could you explain what attacks the witch, or make it easier to understand from the map itself?
Cause I was confused about that also, until I read your response a few posts ago. I thought the moon was just part of the background.

wac...this is in the riddle, although at present because of the colours it may be a little unclear...i'll get that sorted for you to make it clearer.

version 14....hope this helps understand the riddle

Image

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Wed Aug 27, 2008 8:41 pm
by RjBeals
the skull icon is a nice touch, i just wish it was a little more spooky and less happy :?

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Wed Aug 27, 2008 8:55 pm
by Kaplowitz
what RJ said, plus more flat and grainy like the rest of the map

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Wed Aug 27, 2008 9:29 pm
by cairnswk
RjBeals wrote:the skull icon is a nice touch, i just wish it was a little more spooky and less happy :?

it's that twisted look from "live & let die" you know the big witch doctor in the graveyard scene...

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Thu Aug 28, 2008 3:45 am
by Juan_Bottom
T'Stone Terrace is still a little fuzzy on the sign.
Any thought to the idea of turning Blackwidows Roost into a spider web?

Other than that, it's looking good.......

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Thu Aug 28, 2008 6:33 am
by cairnswk
Juan_Bottom wrote:T'Stone Terrace is still a little fuzzy on the sign.
Any thought to the idea of turning Blackwidows Roost into a spider web?

Other than that, it's looking good.......

b. roost is already the center of the larger "web".
but if several people want another web inserted in the b. roost tert then it would have to be quite transpoarent so that it doesn't interfere with the overall idea that b roost is a tert by itself.

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Fri Aug 29, 2008 2:23 pm
by wcaclimbing
here you go, good luck with the map.
Image

Now one of the CAs needs to move this thread to the main foundry.

Re: HALLOWEEN HOLLOWS V14 (P11) - Adjustments

Posted: Fri Aug 29, 2008 2:24 pm
by cairnswk
wcaclimbing wrote:here you go, good luck with the map.
Image

Now one of the CAs needs to move this thread to the main foundry.

Thanks wac... :)

Re: HALLOWEEN HOLLOWS V14 (P10)

Posted: Mon Sep 01, 2008 3:35 pm
by cairnswk
I'd like to get this flowing please, if it is going to be quenched in time for Halloween.

current version 14

Image

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Mon Sep 01, 2008 3:56 pm
by cairnswk
Version 15.

Spider web added to Blackwidow Roost.
and a large version for preview!

Image

[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/Halloween%20Hollows/HalloweenHollowsV15L.jpg[/bigimg]

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Mon Sep 01, 2008 4:31 pm
by Night Strike
I would move the word "Terrace" to the left, closer to the army circle.

"Allfellows Church" could move closer to the circle (possibly a bit left as well).

Move "Undertakers Plot" a pixel or two right so the U doesn't run into the picture.

Have the bonuses been discussed and/or finalized?

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Mon Sep 01, 2008 11:53 pm
by foregone
Like the idea of the skulls but they seem to not be a part of the map right now. On the topic of bonuses, Animal Farm should probably drop a bit, seems much easier to hold than its neighbours.

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Mon Sep 01, 2008 11:56 pm
by Juan_Bottom
The web is an improvement, I believe.

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Tue Sep 02, 2008 4:18 am
by cairnswk
Night Strike wrote:I would move the word "Terrace" to the left, closer to the army circle.

"Allfellows Church" could move closer to the circle (possibly a bit left as well).

Move "Undertakers Plot" a pixel or two right so the U doesn't run into the picture.

Have the bonuses been discussed and/or finalized?


Graphic things can be done.
Bonuses, no not set in concrete yet. Any ideas?

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Tue Sep 02, 2008 4:19 am
by cairnswk
foregone wrote:Like the idea of the skulls but they seem to not be a part of the map right now. On the topic of bonuses, Animal Farm should probably drop a bit, seems much easier to hold than its neighbours.

How do you mean drop a bit...the bonus?
Skull i will work on.

Re: HALLOWEEN HOLLOWS V15 (P12) [I] - Deadline Discussions

Posted: Tue Sep 02, 2008 4:21 am
by cairnswk
Juan_Bottom wrote:The web is an improvement, I believe.

:) :)