tnb asked me to hold off on any XMLs for a few days, we're currently in a bit of a backlog with new maps. we're waiting for two to go live any day now, and we have another shortly after those.
to prevent any map from being in the shadow of others when they go live, we like to do only two maps at a time. this way, no map gets forgotten because of too many maps going live at the same time. Hopefully the other maps will go live soon, and we'll be ready for this one. I hope you understand our intent!
Ok, I understand.
but...
This is my first attempt to create a map, everything seems to be ready for the live!!!
...and you put me on the waiting list?
What bad luck!
Unfortunately, I have to put the maps in the order in which they were received. Out of the 5 maps currently in the XML stage, yours came in 4th.
HOWEVER!
I will have this checked within a few days...I hope to get to it tomorrow. Then, as the mapmaker, you can playtest the map on CC's beta site to make sure that gameplay is fair and everything is working like you want it to!
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Mon Nov 18, 2013 12:05 pm
by Blakkrose
Gilligan wrote:I will have this checked within a few days...I hope to get to it tomorrow. Then, as the mapmaker, you can playtest the map on CC's beta site to make sure that gameplay is fair and everything is working like you want it to!
What do you mean with "CC's beta site"?
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Mon Nov 18, 2013 1:59 pm
by Gilligan
Blakkrose wrote:
Gilligan wrote:I will have this checked within a few days...I hope to get to it tomorrow. Then, as the mapmaker, you can playtest the map on CC's beta site to make sure that gameplay is fair and everything is working like you want it to!
What do you mean with "CC's beta site"?
Hopefully you will have access soon.
Okay, here we go:
First off, you need to change the monsters and gems bonuses a bit. You are on the right idea, but you have the numbers wrong.
For example monsters should be this... <bonus required="2">3</bonus> <bonus required="3">3</bonus> <bonus required="4">3</bonus> <bonus required="5">3</bonus> <bonus required="6">3</bonus> <bonus required="7">3</bonus> The bonuses are added as you go up with "required" number, so here, if you have "7" you will get +18. The way you had it, holding "7" would give you 18+15+12+9+6+3, very different
The same mentality needs to be applied to the gems bonus.
Fire crystal needs the -3 autodeploy.
Other than that, the borders and coordinates are okay to me. Get that small bonus issue fixed, and we can get this up on the beta site and give you access to test it.
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Tue Nov 19, 2013 2:25 am
by Blakkrose
Gilligan wrote:Okay, here we go:
First off, you need to change the monsters and gems bonuses a bit. You are on the right idea, but you have the numbers wrong.
For example monsters should be this... <bonus required="2">3</bonus> <bonus required="3">3</bonus> <bonus required="4">3</bonus> <bonus required="5">3</bonus> <bonus required="6">3</bonus> <bonus required="7">3</bonus> The bonuses are added as you go up with "required" number, so here, if you have "7" you will get +18. The way you had it, holding "7" would give you 18+15+12+9+6+3, very different
The same mentality needs to be applied to the gems bonus.
Fire crystal needs the -3 autodeploy.
Other than that, the borders and coordinates are okay to me. Get that small bonus issue fixed, and we can get this up on the beta site and give you access to test it.
Ok. Here's the fixed XML file.
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Mon Nov 25, 2013 4:57 pm
by thenobodies80
you have a 1 at the start of your file, get rid of it.
Your map is available for testing purpose.
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Mon Nov 25, 2013 8:27 pm
by Gilligan
thenobodies80 wrote:you have a 1 at the start of your file, get rid of it.
Your map is available for testing purpose.
Yes, I forgot to mention this!
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Tue Nov 26, 2013 9:06 am
by Blakkrose
thenobodies80 wrote:you have a 1 at the start of your file, get rid of it.
Your map is available for testing purpose.
Ooops, I had not noticed. is a serious error? Can I post the correct version?
In any case, here are some test games created in the beta server: 13504529 (3 players) 13504530 (4 players) 13504531 (5 players) 13504532 (6 players) 13504533 (7 players) 13504534 (8 players) Who can help me to test the map?
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Tue Nov 26, 2013 9:09 am
by Gilligan
Blakkrose wrote:
thenobodies80 wrote:you have a 1 at the start of your file, get rid of it.
Your map is available for testing purpose.
Ooops, I had not noticed. is a serious error? Can I post the correct version?
In any case, here are some test games created in the beta server: 13504529 (3 players) 13504530 (4 players) 13504531 (5 players) 13504532 (6 players) 13504533 (7 players) 13504534 (8 players) Who can help me to test the map?
Post this in the beta forum, I made a thread for you.
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Wed Nov 27, 2013 9:23 am
by Blakkrose
I finally started to test the map on the beta server with the help of willing mapmakers. In a game played against Seulessliathan it turned out this:
Seulessliathan wrote:i think a neutral 8 on Iblis would be sufficient, perhaps even a 7
problem of such maps is often that it´s much more easy to simply kill the other players
so i dislike huge stacks of neutrals, but all the others like 5 for monsters, 3 near crystals seem reasonable, maybe the ter near crystals can be neutral 2s
What do you think? is the case to make the changes?
We also noticed that there are a few things to change:
the decay of +3 for Fc1 must be eliminated, it was mistakenly put in positions of Fire Crystal (which is why it was not present in any of the previous versions )
the following 10 territories must be removed from the list of those assigned at the beginning of the game: Wg03, Eg03, Ag06, Fg06, Ag11, Eg15, Wg13, Ag12, Wg12, Fg11 because they are located inside the protected area by Iblis
it is too easy to take the bonus of +3 to 4 gems of the same color so I want to take the bonus from +3 to +2
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Wed Nov 27, 2013 3:52 pm
by dolomite13
Blakkrose wrote:it is too easy to take the bonus of +3 to 4 gems of the same color so I want to take the bonus from +3 to +2
I agree but I also felt every level of the gem bonuses seemed a bit high.I don;t think that the bonus per gem should ever exceed 1 for 1. In your current system at 7 it is a 1 for 1 return and then only gets even better from there.
4 = +3 ... Bonus per territory .75 7 = +7 ... Bonus per territory 1 11 = +13 ... Bonus per territory 1.18 16 = +21 ... Bonus per territory 1.31 23 = +35 ... Bonus per territory 1.52
I would drop those values just a bit to this. In this system the numbers approach 1 for 1 but never quite get there.
4 = +2 ... Bonus per territory .5 7 = +5 ... Bonus per territory .71 11 = +8 ... Bonus per territory .72 16 = +13 ... Bonus per territory .81 23 = +21 ... Bonus per territory .91
And because you do such a good job spacing out the gems you gain a steady bonus at 16 territories you probably have 4 of each gem and will be getting 12 bonus which is a pretty good return in general with the drop to +2/4 that would still be 8 which is a good solid number.
The map really seemed to flow good for me but I do want to try this with more than 2 players as I would like to see what happens in a game where 12 players are on this map.
Blakkrose wrote:the following 10 territories must be removed from the list of those assigned at the beginning of the game: Wg03, Eg03, Ag06, Fg06, Ag11, Eg15, Wg13, Ag12, Wg12, Fg11because they are located inside the protected area by Iblis
These territories are in an area with a teleporter so I do not think you need to do that. And that would take too many territories out of the start pool.
=D13=
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Thu Nov 28, 2013 3:14 am
by Blakkrose
dolomite13 wrote:I would drop those values just a bit to this. In this system the numbers approach 1 for 1 but never quite get there.
4 = +2 ... Bonus per territory .5 7 = +5 ... Bonus per territory .71 11 = +8 ... Bonus per territory .72 16 = +13 ... Bonus per territory .81 23 = +21 ... Bonus per territory .91
I agree!
dolomite13 wrote:These territories are in an area with a teleporter so I do not think you need to do that. And that would take too many territories out of the start pool.
My intent is to protect the whole area giving access to the Temple of Jin. Iblis is the guardian. I must therefore prevent players begin the game at the left of Iblis!
The gems are 23 per color, then 92. Removed the 10 territories writings above remain 82 territories to be shared among the players at the beginning of the game, then 6 territories each. The map gives you a maximum of 4 territories per player so all will be fine!
Gilligan, if we all agree tell me when I can make all the changes.
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Thu Nov 28, 2013 11:36 am
by Gilligan
Blakkrose, you can test out any changes that you want
Re: The Temple of Jinn [29/10/2013] V9j pg 11
Posted: Thu Nov 28, 2013 4:34 pm
by Blakkrose
Gilligan wrote:Blakkrose, you can test out any changes that you want
OK. Tomorrow i'll post all the changes: graphic and XML
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Fri Nov 29, 2013 4:55 am
by Blakkrose
As I wrote yesterday, I made the following changes:
I brought the bonus gems of the same color as follows:
Removed the following 10 territories from the list of starting points: Wg03, Eg03, Ag06, Fg06, Ag11, Eg15, Wg13, Ag12, Wg12, Fg11
Removed the "1" at the beginning of the XML file
Here are all the pictures with the legend changed: Map Image Large version (840x400): [bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9k.jpg[/bigimg]
Map Image Small version (630x600): [bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9k_Small.jpg[/bigimg]
Gilligan wrote:Your new XML was uploaded to the beta site.
Ok but how does it work with the old version? Clicking on the map in games waiting for players still comes out the map with the old bonus. And active games how they work? I noticed that the server gives me 5 troops right for 7 gems of the same color, then following is the new fles XML but the graphics are still the same old!?!
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Thu Dec 05, 2013 9:17 am
by Gilligan
Blakkrose wrote:
Gilligan wrote:Your new XML was uploaded to the beta site.
Ok but how does it work with the old version? Clicking on the map in games waiting for players still comes out the map with the old bonus. And active games how they work? I noticed that the server gives me 5 troops right for 7 gems of the same color, then following is the new fles XML but the graphics are still the same old!?!
Whoops - I forgot about the maps!!
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Sat Dec 07, 2013 4:36 pm
by cairnswk
Blakkrose...is it possible to make the connection between Wg11 and Acolyte wider... reason...if you have 20+ troops and use the colour coder, it is quite difficult to see how many green troops there are on the Wg11 army holder circle, because the dark colours run into the that dark back ground around the connector.
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Sun Dec 08, 2013 3:20 am
by Blakkrose
cairnswk wrote:Blakkrose...is it possible to make the connection between Wg11 and Acolyte wider... reason...if you have 20+ troops and use the colour coder, it is quite difficult to see how many green troops there are on the Wg11 army holder circle, because the dark colours run into the that dark back ground around the connector.
In my monitor all connections are clearly visible, even that between Wg11 and Acolyte. Are you really sure that there is a visibility problem? Does anyone else agree with Carinswk?
Maybe I should move the circle to the left so that the third digit of the troops is on a light background
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Sun Dec 08, 2013 3:58 am
by cairnswk
Blakkrose wrote:... Maybe I should move the circle to the left so that the third digit of the troops is on a light background
that might also solve the issue
Re: The Temple of Jinn [29/11/2013] V9k pg 13
Posted: Sun Dec 08, 2013 4:41 am
by Blakkrose
cairnswk wrote:
Blakkrose wrote:... Maybe I should move the circle to the left so that the third digit of the troops is on a light background
that might also solve the issue
Ok, i created a To Do List in the main topic
Re: The Temple of Jinn [08/12/2013] V9k pg 13
Posted: Sun Dec 08, 2013 10:48 am
by Gilligan
I don't see the issue either, but if it 's an easy fix and helps others, I don't see why not
Re: The Temple of Jinn [08/12/2013] V9k pg 13
Posted: Mon Dec 09, 2013 5:52 am
by Blakkrose
Gilligan wrote:I don't see the issue either, but if it 's an easy fix and helps others, I don't see why not
I have to create all the images to a single change? I'd rather wait to see if there's anything else to change!
Re: The Temple of Jinn [08/12/2013] V9k pg 13
Posted: Mon Dec 09, 2013 7:46 am
by thenobodies80
There's nothing wrong if you prefer to do a single update when you need to keep on hold just a minor thing.
Re: The Temple of Jinn [08/12/2013] V9k pg 13
Posted: Thu Jan 02, 2014 8:55 pm
by dakky21
What's happening with this map, I really like it and would like to play it ... it remembers me of Arcane Sanctuary in D2