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Re: Conquer Mart! [D] - [V20]

Posted: Wed Mar 25, 2009 11:14 pm
by shakeycat
Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649

You can even go out, take your own photo of the road, and use that texture toward this ends.

Re: Conquer Mart! [D] - [V20]

Posted: Wed Mar 25, 2009 11:23 pm
by lzrman
shakeycat wrote:Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649

You can even go out, take your own photo of the road, and use that texture toward this ends.


If the road didn't have any snow ;)

Re: Conquer Mart! [D] - [V20]

Posted: Wed Mar 25, 2009 11:54 pm
by a.sub
[bigimg]http://i333.photobucket.com/albums/m390/asub3293/gravel.jpg[/bigimg]
Copy and paste :arrow:

Re: Conquer Mart! [D] - [V21]

Posted: Sat Mar 28, 2009 10:49 pm
by lzrman
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart21.jpg[/bigimg]

New Version :)!

Re: Conquer Mart! [D] - [V21]

Posted: Sat Mar 28, 2009 11:07 pm
by danfrank
This map has come along way since the beginning.. Nice job.. I like the block heads shopping :lol:

Re: Conquer Mart! [D] - [V21]

Posted: Sun Mar 29, 2009 2:57 am
by a.sub
danfrank wrote:This map has come along way since the beginning.. Nice job.. I like the block heads shopping :lol:

me too
and sorry for the late response, ISP problems :?

Re: Conquer Mart! [D] - [V20]

Posted: Sun Mar 29, 2009 12:14 pm
by shakeycat
john9blue wrote:In the asphalt there is a very distinctive pattern. That doesn't look very realistic.


You added another texture behind it, but kept the one thing that was wrong with it :-s

Re: Conquer Mart! [D] - [V21_2]

Posted: Sun Mar 29, 2009 5:08 pm
by lzrman
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart21_2.jpg[/bigimg]

Shakeycat, does this work for you?!

Re: Conquer Mart! [D] - [V21_2]

Posted: Mon Mar 30, 2009 5:44 pm
by LED ZEPPELINER
i personally like the texture b4

Re: Conquer Mart! [D] - [V21_2]

Posted: Mon Mar 30, 2009 6:11 pm
by shakeycat
As I said elsewhere, yes, it is an improvement!

Before it was too busy, layer on layer like that. Too many squares.

Re: Conquer Mart! [D] - [V21_2]

Posted: Mon Mar 30, 2009 10:33 pm
by lzrman
I like the current version, I found that the parking lot matched the floor pattern too much, thus the parking lot did not have a uniqueness.

Re: Conquer Mart! [D] - [V21_2]

Posted: Tue Mar 31, 2009 1:06 pm
by barterer2002
The parking lot is kind of odd looking though. Its as if someone painted an entire parking lot and then dropped a store on top of it. Some of the spots are half under the store etc.

Re: Conquer Mart! [D] - [V21_2]

Posted: Sat Apr 04, 2009 12:55 pm
by Zajnet
Good map, but there's a typo:
Inter-Departmental Assult Route
should be Assault

Re: Conquer Mart! [D] - [V21_2]

Posted: Sat Apr 04, 2009 1:26 pm
by sailorseal
I would remove the handicap spaces, they are cute but are kind of ugly and add nothing

Re: Conquer Mart! [D] - [V21_2]

Posted: Mon Apr 06, 2009 7:55 am
by captainwalrus
I think that some of the bonuses are a little high. Appliances could be reduced by 3, childrens' wear should be reduced to 2. Furniture could be reduced by 2. Women's where could be increased to 4. I think this would balance things out a lot.




~ Mr. Walrus

Re: Conquer Mart! [D] - [V21_2]

Posted: Tue Apr 07, 2009 7:50 pm
by LED ZEPPELINER
I have a few problems with the parking lot. my first problem is that some of the parking spots are just completely illogical, i would suggest fixing it. Maybe redraw all of the lines, so the parking spots are all closer to the same size, and maybe do something at like malls, how they have the parking lot, and then there is the like just a road that goes around the mall, with the cement sorta dividers dividing the sections of the parking lot, and the road. just saying. My second problem i have with the thickness of the lines. they need to be thicker, in my opinion. the map is coming along nicely

Re: Conquer Mart! [D] - [V21_2]

Posted: Tue Apr 07, 2009 8:17 pm
by shakeycat
I agree with Led.

Why on earth are there parking spots in front of entrances? shouldn't places like that have yellow stripes for crosswalk - you know! you see it all the time.

Re: Conquer Mart! [D] - [V22]

Posted: Fri Apr 10, 2009 3:33 pm
by lzrman
[bigimg]http://www3.telus.net/lzrman/misc/conquerclub/conquer_mart22.jpg[/bigimg]

Spelling Corrected on Assault Route
Added Crosswalks and people crossing it
Took out the parking lot = looked very busy, and didn't show simplicity.

Re: Conquer Mart! [D] - [V21_2]

Posted: Fri Apr 10, 2009 5:44 pm
by LED ZEPPELINER
I would suggest making the attack routes gradient, instead of it solid.

Re: Conquer Mart! [D] - [V21_2]

Posted: Fri Apr 10, 2009 5:47 pm
by sailorseal
Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!

Re: Conquer Mart! [D] - [V21_2]

Posted: Sat Apr 11, 2009 11:27 pm
by lzrman
LED ZEPPELINER wrote:I would suggest making the attack routes gradient, instead of it solid.


I'll Look into it for the next version

sailorseal wrote:Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!


I have some in swim wear.

Re: Conquer Mart! [D] - [V22]

Posted: Mon Apr 13, 2009 4:16 pm
by AndyDufresne
Ahoy! This map is coming along...a few random points:


The background (parking lot?) looks a little out of place with the stylized graphics that are dominating the rest of the map.

The aisles, and really the stores also---need some work, both in texture and overall graphics. The aisles look strangely unlike a floor---and the stores don't seem to remind me of stores at all. It may be worth considering making the stores "more flat"---like the buildings in CCU, rather than the current design you have.

In regards to game play, Home, Electronics, Men's Wear, Service, and Women's Wear bonuses look alright, but the remaining regions need some re-evaluation in values I think.

Good luck.


--Andy

Re: Conquer Mart! [D] - [V22]

Posted: Mon Apr 13, 2009 4:20 pm
by Gilligan
Jewellery = Jewelry :)

Re: Conquer Mart! [D] - [V22]

Posted: Mon Apr 13, 2009 7:04 pm
by a.sub
Gilligan wrote:Jewellery = Jewelry :)

speleeng iz ohver raytid

Re: Conquer Mart! [D] - [V22]

Posted: Sat Apr 18, 2009 7:05 pm
by oaktown
I'm going to be honest - this map isn't doing anything for me at all. It's a department store - I get it - but has anybody ever seen a department store laid out like this? Seems like the layout is just there for convenience as a CC map.

Some elements of the gameplay don't make sense. People walk in the aisles, but the aisles don't connect anything - why can't you go from cameras to living room? Or pets to patio? The little dude is doing it. At least make them walls so they make sense as impassables.

Bonuses are off... +3 for childrens wear (3 terits, 2 borders, an easy hold and expansion into mens wear) and +3 for womens wear (6 terits, 4 borders).

But most importantly, graphically this map is a big zero for me. You could change all of the territory names to be parts of a computer motherboard and it would work just as well. Or pieces of trash in a landfill. Or cubicles in an office building - call it anything and nobody would notice the change. Other than the little men with shopping carts (which belong in an Atari 2600 game - Pitfall maybe?) nothing says department store about this map.

On its own, making a map of a department store isn't a fantastic idea, and to turn a sketchy idea into a good map takes a lot of work and some outstanding graphics. Right now I don't see this map making it.