Page 8 of 24

Re: CRICKET: SILLY MID-ON [D] V12 (p12) - Ground Access???

Posted: Wed Nov 11, 2009 5:02 pm
by Gypsys Kiss
1. Loving the new look scoreboard/legend.
2. I'm not so enamoured with the arrows, but I can live with it for the sake of clarity
3 Why is there a 1 next to mid-on, a 2 next to fine leg but nothing with gully and cover. Should they be the same or all different? does it matter?(maybe this is what LV meant?)
4. Deep off-side should be called Long-off, any reason why it isnt?
5. The picket fence could do with being more visible.

Thats all for now :D and I agree with Bruce....coming along nicely.

Re: CRICKET: SILLY MID-ON [D] V12 (p12) - Ground Access???

Posted: Wed Nov 11, 2009 7:47 pm
by lord voldemort
Gypsys Kiss wrote:1. Loving the new look scoreboard/legend.
2. I'm not so enamoured with the arrows, but I can live with it for the sake of clarity
3 Why is there a 1 next to mid-on, a 2 next to fine leg but nothing with gully and cover. Should they be the same or all different? does it matter?(maybe this is what LV meant?)
4. Deep off-side should be called Long-off, any reason why it isnt?
5. The picket fence could do with being more visible.

Thats all for now :D and I agree with Bruce....coming along nicely.

yer this is what i meant. They are all single runs (cricket wise) but have different numbers after them it doesnt make sense

Re: CRICKET: SILLY MID-ON [D] V12 (p12) - Ground Access???

Posted: Wed Nov 11, 2009 11:44 pm
by Chariot of Fire
On the England scoreboard it should show 6 wickets if Australia are batting nos. 7 & 8

Minor detail (and nothing to do with gameplay) but it looks so marvellous it would a shame to have one slight imperfection ;)

Re: CRICKET: SILLY MID-ON [D] V13

Posted: Thu Nov 12, 2009 4:25 pm
by cairnswk
Chariot of Fire wrote:On the England scoreboard it should show 6 wickets if Australia are batting nos. 7 & 8
Minor detail (and nothing to do with gameplay) but it looks so marvellous it would a shame to have one slight imperfection ;)

Thanks Chariots of fire, how stupid of me...fixed to Bi and B2 (might attract the banana man)

lord voldemort wrote:....yer this is what i meant. They are all single runs (cricket wise) but have different numbers after them it doesnt make sense

3 Why is there a 1 next to mid-on, a 2 next to fine leg but nothing with gully and cover. Should they be the same or all different? does it matter?(maybe this is what LV meant?)

Fixed. i was going to have the run scores beside them, but that was old hangover...gone.

Gypsys Kiss wrote:1. Loving the new look scoreboard/legend.
Cool !

4. Deep off-side should be called Long-off, any reason why it isnt?

You're correct, fixed. :)

5. The picket fence could do with being more visible.

OK. i'll see, but i don't want to to impact the overall effect.

Version 13.
Image

[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/Silly_Mid-On/silly-mid-on-cricket_V13L.jpg[/bigimg]

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Thu Nov 12, 2009 10:16 pm
by Zivel
This is looking hot! I think a 5-6 player on this puppy would allow all sorts of random territory bonuses to be found. Looking forward to it.

BTW didnt think you would listen to me :oops: I thought "will keep in mind" meant "meh dumb idea but I will be polite" lol. Now I feel like a traitor for weakening my poor country but I think it will be better for the balance of the game.

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Thu Nov 12, 2009 11:25 pm
by cairnswk
Zivel wrote:This is looking hot! I think a 5-6 player on this puppy would allow all sorts of random territory bonuses to be found. Looking forward to it.

BTW didnt think you would listen to me :oops: I thought "will keep in mind" meant "meh dumb idea but I will be polite" lol. Now I feel like a traitor for weakening my poor country but I think it will be better for the balance of the game.


Thanks Zivel.
I try to take in about 95% of requests, and will usually give commentors what they request if it is within my capacity, timely and reasonable, and not going to throw away stuff that i really want to keep. You'll find i'm pretty open-minded, although others might tell you different about one or two episodes. ;)

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Tue Nov 17, 2009 11:33 pm
by thedon5
cairnswk wrote:
Zivel wrote:This is looking hot! I think a 5-6 player on this puppy would allow all sorts of random territory bonuses to be found. Looking forward to it.

BTW didnt think you would listen to me :oops: I thought "will keep in mind" meant "meh dumb idea but I will be polite" lol. Now I feel like a traitor for weakening my poor country but I think it will be better for the balance of the game.


Thanks Zivel.
I try to take in about 95% of requests, and will usually give commentors what they request if it is within my capacity, timely and reasonable, and not going to throw away stuff that i really want to keep. You'll find i'm pretty open-minded, although others might tell you different about one or two episodes. ;)


Yeah, I'm a Kiwi too and do agree that NZ is nothing of a cricket nation compared to countries such as India. I've been to matches in both countries, although just one innings in India, and well, it was absolutely CRAZY in India. NZ was pretty quiet in all the 10 odd games I've been to. So yeh, bigger nations should have bigger room and more bonuses.

How about calling bonuses "sundries"? Might be tough for guys who aren't big cricket geeks to understand, but would make the map more authentic which is what I would like to see, more authenticity.

Great to see you've made the lines more visible mate! Looks much easier to decipher the territory borders now.

Re: CRICKET: SILLY MID-ON [D] V13

Posted: Wed Nov 18, 2009 12:20 am
by cairnswk
thedon5 wrote:....
Yeah, I'm a Kiwi too and do agree that NZ is nothing of a cricket nation compared to countries such as India. I've been to matches in both countries, although just one innings in India, and well, it was absolutely CRAZY in India. NZ was pretty quiet in all the 10 odd games I've been to. So yeh, bigger nations should have bigger room and more bonuses.


So would you prefer NZ to be only 2 territiroies and give the other over to NZ?

How about calling bonuses "sundries"? Might be tough for guys who aren't big cricket geeks to understand, but would make the map more authentic which is what I would like to see, more authenticity.

One part of me thinks that is a good idea, but the other part says bad idea.
I am thinking here that calling it sundries might confuse people more and put them off that map.
But i'll b open to introducing that terminology perhaps somewhere else if good application can be made.

Great to see you've made the lines more visible mate! Looks much easier to decipher the territory borders now.

Excellent, i'm pleased. :)


Current Version 13.
Image

[bigimg]http://i155.photobucket.com/albums/s282/cairnswk/Silly_Mid-On/silly-mid-on-cricket_V13L.jpg[/bigimg]

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Thu Nov 19, 2009 1:08 am
by Zivel
No! leave us NZ where it is, its worth less atm and that is fair, anyless.... (well we do beat the ozzies sometimes) But if you do want to even it up the west indies are weaker than south africa, maybe they should swap places, that means that the two weakest countries are only worth two and the rest are 3. If anything the bloody ozzies should be the strongest but I cant bear to give any advice down that line....

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Fri Nov 20, 2009 5:39 pm
by iancanton
can we have a 3rd umpire sitting in the media centre (where he'll presumably have a tv screen to watch replays), where we currently have the media centre region?

what's needed for the police & streaker bonus?

can the bowler attack the streaker?

we shouldn't need a fielder for the bat & four bonus (no need to change the connections, just the bonus).

does the batsman bonus include only 5 batsmen, or all of the batting team?

for the fielding bonus, is the bowler a fielder?

can u make it clear whether pc4 borders lester and whether pc5 borders max?

i'm familiar with some cricketing terms, but i'm not a huge fan, so some of the questions might appear to a bit stupid.

ian. :)

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Sun Nov 22, 2009 4:36 pm
by cairnswk
Zivel wrote:No! leave us NZ where it is, its worth less atm and that is fair, anyless.... (well we do beat the ozzies sometimes) But if you do want to even it up the west indies are weaker than south africa, maybe they should swap places, that means that the two weakest countries are only worth two and the rest are 3. If anything the bloody ozzies should be the strongest but I cant bear to give any advice down that line....

Thanks Zivel...Kiwis stay where they are but West Indies now 3 and S Africa 4 but I left each team where it was and adjusted the British one each side.

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Sun Nov 22, 2009 4:52 pm
by cairnswk
iancanton wrote:can we have a 3rd umpire sitting in the media centre (where he'll presumably have a tv screen to watch replays), where we currently have the media centre region?

Ian, i understand the purpose for this in the setting, but what is the purpose in regards to this map gameplay, and would it replace one of the media team there now.

what's needed for the police & streaker bonus?
all police and the streaker

can the bowler attack the streaker?
yes they border each other

we shouldn't need a fielder for the bat & four bonus (no need to change the connections, just the bonus).

ian on this i disagree and have postoed previously how this works.
my thinking here is that in this gameplay you would need the fielder in order to attack to the four, and in the actual game having a fielder is like the fielder missing the ball and it following on through for four runs.

does the batsman bonus include only 5 batsmen, or all of the batting team?
all the batting team and batsmen on field.

for the fielding bonus, is the bowler a fielder?
yes, he is the same solour as a fielder.

can u make it clear whether pc4 borders lester and whether pc5 borders max?
Done

i'm familiar with some cricketing terms, but i'm not a huge fan, so some of the questions might appear to a bit stupid.
ian. :)

Not at all stupid Ian. :) And in your case necessary to understand what gameplay is going on.

Please refresh V13 (f5) to see the changes.

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Thu Nov 26, 2009 4:51 pm
by iancanton
cairnswk wrote:
iancanton wrote:can we have a 3rd umpire sitting in the media centre (where he'll presumably have a tv screen to watch replays), where we currently have the media centre region?

Ian, i understand the purpose for this in the setting, but what is the purpose in regards to this map gameplay, and would it replace one of the media team there now.

i'd like the game to focus more on the pitch (the two teams and, to a lesser extent, the umpires), not so much on the periphery - the police-and-streaker bonus and the catch-a-6 bonus are excellent examples of knitting together the gameplay between the two areas. adding the third umpire, who replaces the media centre region (there remain 3 commentators), increases the umpires' influence to perhaps a +3.

the other changes i have in mind along those lines involve no redrawing of bonus zones. they are to introduce a bonus for holding almost the entire batting or fielding teams (say 9 or 10 of them). holding all of them is extremely difficult, so this lets someone aim in that direction without having things too easy; on the other hand, requiring too few (for example 6) lets someone try for both teams, which isn't in the spirit of things.

following the same logic of focussing play in the middle, i'd make the partial public bonus more difficult by increasing the number of regions needed (7 or 8, but with neutral 2s scattered round rather than neutral 3s) and remove the partial bar bonus completely (the all bars bonus looks similar to the tower bonus in forbidden city), letting us redeploy its associated neutrals elsewhere.

zola and macey look a bit awkward. is there a way to make one of them a non-border region by letting only one of them be adjacent to dell, then moving the gap in the trees?

ian. :)

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Gameplay??

Posted: Sat Nov 28, 2009 8:55 pm
by cairnswk
iancanton wrote:
cairnswk wrote:
iancanton wrote:can we have a 3rd umpire sitting in the media centre (where he'll presumably have a tv screen to watch replays), where we currently have the media centre region?

Ian, i understand the purpose for this in the setting, but what is the purpose in regards to this map gameplay, and would it replace one of the media team there now.

i'd like the game to focus more on the pitch (the two teams and, to a lesser extent, the umpires), not so much on the periphery - the police-and-streaker bonus and the catch-a-6 bonus are excellent examples of knitting together the gameplay between the two areas. adding the third umpire, who replaces the media centre region (there remain 3 commentators), increases the umpires' influence to perhaps a +3.

the other changes i have in mind along those lines involve no redrawing of bonus zones. they are to introduce a bonus for holding almost the entire batting or fielding teams (say 9 or 10 of them). holding all of them is extremely difficult, so this lets someone aim in that direction without having things too easy; on the other hand, requiring too few (for example 6) lets someone try for both teams, which isn't in the spirit of things.

following the same logic of focussing play in the middle, i'd make the partial public bonus more difficult by increasing the number of regions needed (7 or 8, but with neutral 2s scattered round rather than neutral 3s) and remove the partial bar bonus completely (the all bars bonus looks similar to the tower bonus in forbidden city), letting us redeploy its associated neutrals elsewhere.

zola and macey look a bit awkward. is there a way to make one of them a non-border region by letting only one of them be adjacent to dell, then moving the gap in the trees?

ian. :)


Ian...i think i got everything you requested...
except for the movement of the trees around Zola....but i hope that is suffice. i think both of them should border Harry, but now only one borders Dell, and one borders the Public 3.

Image

Re: CRICKET: SILLY MID-ON [D] V13 (p12) - Other Issues?

Posted: Mon Nov 30, 2009 6:30 pm
by cairnswk
Any other issues arising on this map?

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Wed Dec 02, 2009 6:42 pm
by cairnswk
I'm wondering if there is still interest in this map?

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 6:33 am
by lord voldemort
cairnswk wrote:I'm wondering if there is still interest in this map?

I am interested :D

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 6:50 am
by cairnswk
lord voldemort wrote:
cairnswk wrote:I'm wondering if there is still interest in this map?

I am interested :D

Of course, but you're going to do the xml.
What about others? I sent out a PM to commentors but had no response.
So unless there is more interest and serious interest shown, i would have to say that this map may very well get trashed.
Unless of course everyone is happy with the map as is, then please let me know.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 7:39 am
by Chariot of Fire
I love it. CC needs another few complex maps and this looks like being one. Great concept and lovely artwork - be a shame to bin it.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 7:48 am
by Captain_Scarlet
cairnswk wrote:I'm wondering if there is still interest in this map?


its a really interesting map and we can teach the yanks about cricket ;) love to play it 8-)

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 8:44 am
by jpeter15
Loving this map. Looks like you put a lot of thought into it. Great job. I am looking forward to playing it, hopefully soon.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 8:57 am
by the.killing.44
Sorry cairns, you can do better in an idea and your graphics. Vote no.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 10:11 am
by ender516
I would be disappointed to see this scrapped after all this discussion. I just noticed "Anyone still interested in this?" title and realized I had not looked in at it since about page 3, so I read it through.

I had a little trouble getting my head around the legend regarding catching a 6, but when it finally clicked, I can see that it is clear, so I guess I was just a little thick-headed this morning. Plus, I always rely on BOB to show me what borders what, so the legend is not critical for me. The sooner Map Inspect is part of the site, the better, I say.

I think you still might want to reword the legend regarding the fielders. Saying "all fielders border each other" would be more consistent with the wording of the other parts of the legend.

I enjoy novelty maps and this one has a lot going for it. I suspect the interest is there among cricket fans, but they may not have the drive to keep plugging through the whole foundry process, just as most CC players appreciate a map of their homeland, but might not post enough to drive development. This is another example, I think, of a situation where earlier beta testing of maps would provide a more accurate picture of support. We just need to convince the admins to set up a form of beta testing where no points change hands, so players will feel freer to test drive a new map. I'm pretty sure real world game developers do a lot of test play prior to firming up the rules and layout.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 10:12 am
by natty dread
I like the idea, but I agree with the.killing about the graphics - they're just not cutting it IMO.

When I look at maps in the main foundry, I've used to seeing top notch graphics. Things that please the eye... this map is just estetically not working. Many of the bonus areas and their colours look like they were drawn with MS paint.

I'm not saying this couldn't become a great map, I'm just saying it's going to need a whole lot of work on the graphics department.

Cairns, the graphics you did on Rail Africa were great, so I know you can do better than this.

Re: CRICKET: SMO [D]V13 (p12) - Anyone still interested in this?

Posted: Thu Dec 03, 2009 10:13 am
by danryan
cairnswk wrote:I'm wondering if there is still interest in this map?


Definitely. It might even make me learn cricket! Don't drop it now, after all the work you've put into it!