Oasis [Quenched]

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mibi
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Post by mibi »

This looks like honeycomb cereal under a microscope.

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Last edited by mibi on Thu Mar 27, 2008 6:54 pm, edited 1 time in total.
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InkL0sed
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Post by InkL0sed »

mibi ––
wcaclimbing wrote:Neutrals map updated:

http://i147.photobucket.com/albums/r315/wcaclimbing/NeutralsImage1.png
(please don't post the image. keep it as a link)

I changed the Inner Oases to 5 and the Grand Oasis to 10.

---NOTE---
I am removing some of the small Oases and moving others around. Expect there to be 15-16 oases in the next update (current update has 20).
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 14)

Post by shadowsteel9 »

This will be an enjoyable map
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 14)

Post by gimil »

WC when can we expect an update?
What do you know about map making, bitch?

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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 14)

Post by wcaclimbing »

Probably by the end of tomorrow.
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 14)

Post by wcaclimbing »

Ok, I'm working on the image. I will be editing this post as I do things so you can know whats in the update before I actually post it.
Because there hasn't been an actual update in a long time, I have this to show what I have done so far.
Expect to see the next update (or at least part of it) by tomorrow night.

Stuff I've done so far (more to be added):

Graphics:
1. Smaller Rocks.
2. Killed a few of the tiny houses.
3. The giant sheep got eaten. New small sheep took their place.
4. Changed the smoke, so its not copy-paste.
5. added a lake to the Grand Oasis.
6. replaced the brown line (fence) around the bottom right corner.

Gameplay:
1. Took out 4 of the oases. now theres only 16 (previously 20).
2. Changed some text on the map key.

Stuff left to do for this update:
1. Add details to the Oases.
2. Add Territory names.
Last edited by wcaclimbing on Sat Mar 29, 2008 9:21 pm, edited 2 times in total.
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Kaplowitz
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 14)

Post by Kaplowitz »

Look forward to it :D
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by wcaclimbing »

Sorry guys, no update tonight.
I have chemistry homework that is taking me forever...
probably update tuesday night.
sorry for making you guys wait so long.
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rocky mountain
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by rocky mountain »

I really like the idea and look forward to playing it. Great job :D Can't wait for the new update
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by hulmey »

yeah , give us an update. map is looking great!
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by Torter_of_Worlds »

I like the map idea, have you thought about creating it more like the Feudal Map where there are auto-deploy starting stations? I prefer that - my 2 cents. Keep in mind I enjoy 1 v. 1 more and starting stations take the element of bad drops out.

Let me know!
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by wcaclimbing »

Torter_of_Worlds wrote:I like the map idea, have you thought about creating it more like the Feudal Map where there are auto-deploy starting stations? I prefer that - my 2 cents. Keep in mind I enjoy 1 v. 1 more and starting stations take the element of bad drops out.

Let me know!


That was discussed earlier on, and we decided that it would be best to leave the deployment open like it is currently set to be. If it was done with starting positions, it would just be another variation on the AoR Magic theme.

And starting positions would limit the game way too much. I want it to be as wide open as possible to leave a chance for the most possible strategies.

---note---
ARGHHHH!
homework is eating my life.
no update once again today.
maybe tomorrow. I don't think I'll have homework tomorrow....
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by gimil »

wcaclimbing wrote:
Torter_of_Worlds wrote:I like the map idea, have you thought about creating it more like the Feudal Map where there are auto-deploy starting stations? I prefer that - my 2 cents. Keep in mind I enjoy 1 v. 1 more and starting stations take the element of bad drops out.

Let me know!


That was discussed earlier on, and we decided that it would be best to leave the deployment open like it is currently set to be. If it was done with starting positions, it would just be another variation on the AoR Magic theme.

And starting positions would limit the game way too much. I want it to be as wide open as possible to leave a chance for the most possible strategies.

---note---
ARGHHHH!
homework is eating my life.
no update once again today.
maybe tomorrow. I don't think I'll have homework tomorrow....


What homework? Maybe we foudnry folk can help ;)
What do you know about map making, bitch?

natty_dread wrote:I was wrong


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wcaclimbing
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by wcaclimbing »

gimil wrote:
What homework? Maybe we foudnry folk can help ;)


Lit essay.....
Fortunately its due tomorrow, so I think this will be my last night with a ton of work to do.
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by InkL0sed »

Psssh homework... 8)
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wcaclimbing
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by wcaclimbing »

InkL0sed wrote:Psssh homework... 8)

Psssh my parents will kill me if I don't do it... 8)

EDIT: wow. I just hijacked my own thread.
Back to topic now, before the mods see :roll:
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by gimil »

wcaclimbing wrote:before the mods see :roll:


to late 8)
What do you know about map making, bitch?

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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by InkL0sed »

wcaclimbing wrote:
InkL0sed wrote:Psssh homework... 8)

Psssh my parents will kill me if I don't do it... 8)

EDIT: wow. I just hijacked my own thread.
Back to topic now, before the mods see :roll:


*ahem*... we don't have a mod who helped to hijack this thread... not at all...
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Re: Oasis ---- *updated 3/16/08* (V2.5 page 1 and 12)

Post by wcaclimbing »

OMG ITS A NEW UPDATE!!!

finally, after a very long time, Here is the next update.

V3.0:
Image
I'm making it a thumbnail link because the forum disagrees with my attempts to post the full size image. Click the small pic to get to the full size version.

---NOTE---
for some reason the text in the map key on this one is looking kinda blurry. maybe I'm going crazy, but I'll try to figure it out later tonight.... Its probably something I did....

STUFF DONE:
Removed a few Oases. There are now 16 instead of 20.
The big sheep died. Smaller sheep have taken their place.
The small houses got removed.
Lots of big rocks have been turned into little rocks.
Added details to the oases.


STUFF TO DO:
Finish Territory Names
Add more oases details.
Get accepted into the main foundry :roll:


ABOUT THE TERRITORY NAMES:
I added a few names in there, to show what it would be like. I don't want to have to take the time making all of them, just to have to re-do them again later. Please comment on them! I want to know if they are good/bad/etc.
All of the desert areas will be numbered 1 to ##. in the game log, they will be shown as "Desert #" so it is easier to use.


DISCUSSION TOPICS:
Oasis details. Any ideas for things to add?
Territory names. Good, Bad, or Ugly?
How can the names improve?
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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by InkL0sed »

Love the little lakes. I'll think of something constructive to say later.
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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by whitestazn88 »

i'm not a big fan of all the rocks that are out of the grand oasis in the dessert. they look funny

as for the names, i don't really like the idea of naming them oasis of _______. i would prefer it if you named them things that pertain to going across the dessert, things you need like... watering hole or shady cover would work.

but thats just my opinion. we'll see what the others have to say
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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by TaCktiX »

The font is stylistically cool, but the text is too small for people to appreciate it. Switch to something a little less italicized.

I'm rather scared of the higher numbers in the desert. I can see it now: Desert 113. On my Trench Warfare map I've split the 36-territory No Man's Land in 5 pieces: The Hill and Sectors in NW, SW, NE, and SE directions. So instead of No Man's Land 36 I've got at worst Southeast Sector 8. Try something like that to keep the numbers down.
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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by wcaclimbing »

TaCktiX wrote:The font is stylistically cool, but the text is too small for people to appreciate it. Switch to something a little less italicized. Which font, the one on the desert, or the one used on the oases, or the one used in the map key (They are 3 different fonts).

I'm rather scared of the higher numbers in the desert. I can see it now: Desert 113. On my Trench Warfare map I've split the 36-territory No Man's Land in 5 pieces: The Hill and Sectors in NW, SW, NE, and SE directions. So instead of No Man's Land 36 I've got at worst Southeast Sector 8. Try something like that to keep the numbers down. The highest it would go would be Desert 86. I could split it up into North Desert and South Desert, but that would mean drawing a line across the center of the map, making the border more bold. Would it be worth the sacrifice in graphics to do that?

whitestazn88 wrote:as for the names, i don't really like the idea of naming them oasis of _______. i would prefer it if you named them things that pertain to going across the dessert, things you need like... watering hole or shady cover would work.

It's Oasis of _____ to tell people that the place is an oasis.
I mean, if other people want it to change, then I will do it, but as for now, It will stay as it is.
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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by gimil »

Get accepted into the main foundry :roll:


I told you that would happen once you put in all the terr names . . .
What do you know about map making, bitch?

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Re: Oasis ---- OMG NEW UPDATE! (V3.0 page 1 and 13)

Post by TaCktiX »

The map legend font, sorry for not clarifying.

And I don't think you'd need to stick a big line across the middle of your map. Consider Feudal War. The numbers just restart wherever, and it's understood by looking at the map what numbers belong to which areas. As long as you keep the desert naming geographic (particularly a simple North/South division), people will understand when numbering starts over again, and they see in their attack dialogs "South Desert 14" or "North Desert 32".
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